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    2. M-4_Sherman
    3. Posts
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    Posts made by M-4_Sherman

    • A&A Generals

      hey, i was playing around with this idea the other day and came up with this:

      Each country gets one piece to be designated a general, it doesnt have to be an A&A piece necessarily, it could be a penny or something. the stats are as follows

      Russia) Zhukov- All infantry moving with Zhukov attack/defend +1

      Germany) Rommel- All armor moving with Rommel Attack+1

      UK) Churchill- All RAF fighters in same territory as Churchill defend +1
      All Bombers launched from territory with Churchill roll 2 dice

      Japan) Yamamoto- All carriers attack +1/Battleships defend +1 when in same seazone as Yamamoto

      US) Patton- All armor moving with Patton attack/defend +1, all infantry in same territory as Patton, defend +1

      Generals move 2 spaces per turn and count as 1 infantry on a transport. Generals can only be lost when you have no more of the piece they power up on the board. (Ex. if all UK Fighters/bombers are destroyed anywhere on the board, Churchill is lost) If a General attacks in a battle, and all their forces are destroyed, they are returned to the owners capitol. Generals cannot be purchased. Each Country starts with ONE General, starting in their Capitol. Attack stats are boosted ONLY when moving into same territory as General (Ex. if you split one territory’s forces to attack to enemies in same turn)

      posted in House Rules
      M
      M-4_Sherman
    • RE: Strongest country

      id have to agree, japan has the most opportunity at the beginning of the game and can do quite a bit of damage. but, if youre talking units and casualty infliction, id have to say Germany

      posted in Axis & Allies Classic
      M
      M-4_Sherman
    • RE: Industrial Complex in India

      the Egypt IC is not intended to be the main assault thrust into Germany. it is simply there to open another front on Germany and divert as many troops as possible from other fronts. the amphibious assault from the me leaves more options than one may think. with trannies from the SZ on the south side of the Suez, outside the med, one can attack the Ukraine, E/Eur, S/Eur. and if you start the assault from the other side of the Suez, you can even reach W/Eur for a 2 coast assault along with troops from the UK/SZ. German fighters cant normally reach the other side of the Suez, without having already taken AES or IEA, which would make the whole buildup impossible to begin with.

      posted in Axis & Allies Classic
      M
      M-4_Sherman
    • RE: Industrial Complex in India

      the point of a UK IC on continent is more for defense rather than conquest. all the UK would capture anytime early would be Libya and Algeria. then you could build one armor per turn on the mainland for russian defense/attack japs/or prep for Med invasion fleet. im trying to keep germany honest w/ S/Eur. Med invasions of europe are rare, so then can leave it virtually undefended. if you keep putting stuff for an attack from africa, so would the german player, thus diverting assets from the easter front with Russia. or you could use a Persian IC to invade via the Caucasus

      posted in Axis & Allies Classic
      M
      M-4_Sherman
    • RE: Industrial Complex in India

      if germany is going to take egypt, then they’ll probably do it on G1, or i do anyway. and if they do, then youre obviously not going to build one there. but if they dont, then you can have russia hold down the fort in india, and send your fighter to egypt. but if your concerned about still losing egypt, you could move the IC placement over to Syria-Iraq or to Persia

      posted in Axis & Allies Classic
      M
      M-4_Sherman
    • RE: Industrial Complex in India

      i like rottnpeach’s idea of the egypt IC. it gives the brits the option of building trannies on the safer side of the suez, and they can ferry whatever units the brits build over to S/Eur

      posted in Axis & Allies Classic
      M
      M-4_Sherman
    • RE: New Axis & Allies Variant

      sure, why not?

      posted in Axis & Allies Classic
      M
      M-4_Sherman
    • RE: ONLY Axis BBs 2 hit @ start…

      if you want to go historical, give the japanese 2 hit BB’s, and the german’s a bonus U-Boat fleet off of west europe.

      posted in House Rules
      M
      M-4_Sherman
    • RE: Strategic Bombing Runs Rule

      i like waraxis’ idea. but make one die for lost IPC’s and if the other die roll gets you over 10 or some number, the complex is lost until nest turn. then it can be rebuilt

      posted in House Rules
      M
      M-4_Sherman
    • RE: Best Allied Strategy…

      hmm, sounds sticky. try a brit carrier w/2 ftr’s in UKSZ. just to cover the area. then use your closest UKIC (egypt, right?) to pump out subs to get the japanese with the americans. rendevouz w/ the US in Hawaii, then send in the sub fleets.

      posted in Axis & Allies Classic
      M
      M-4_Sherman
    • RE: German opening move part 1

      my opening German move usually takes out the brit battleship in the med with the German sub/battleship. in regards to the UKSZ i send in a fighter or two. maybe the bomber, depends on how i want to attack africa, i sometimes send the bomber down to deal w/ the EMED brit sub. in regards to taking CAU, i leave it alone for a turn and head toward Karelia by “shifting”. all my E/Eur and Ukrain forces attack KAR. then i move my GER/SEur into the vacant space, and put most of my purchases on GER, w/ 1-2 on SEur.

      posted in Axis & Allies Classic
      M
      M-4_Sherman
    • RE: Favorite nations

      personally, germany rules. its got a lot of $ and attack options. plus id have to agree with GI, giant border clashes are fun!! once the Germans get karelia, F/N is safe, giving you 2 staging points to attack the UK, with only one the allies can attack you before youre ready. plus there’s all that land in africa waiting to be conquered. giving the germans even more $$$ then the have at the start! (32 to begin with, the add another 9, 10 if you get madagascar too)

      posted in Axis & Allies Classic
      M
      M-4_Sherman
    • RE: Best IC (When/Where)???

      personally, i like putting a IC in manchuria once a firm control is established in the surrounding area (generally 3rd-5th turn), for the Japanese it provides 3 armor per turn, essential for getting rid of the pesky Ruskies. For either Russia or the US, it gives you a nice close base for fighters/bombers to place next to japan, plus you can put transports right into the japanese sea zone for quick ferries across the the home islands, (with battleship and/or carrier protection of course)

      posted in Axis & Allies Classic
      M
      M-4_Sherman
    • RE: Instead of bidding try this in your game

      MB is right, the germans would take africa/ be able to push at Russia. and with the japanese troops banging away at the other side, Russia would be powerless. thus knocking out the most important member of the allied team far too quickly to have a decent game.

      posted in Axis & Allies Classic
      M
      M-4_Sherman
    • RE: How do you use your carriers?

      Mistabiggs is correct, sorry Kobu, my mistake. i have a bad habit of switching numbers around in my head if im trying to work too quickly :)

      posted in Axis & Allies Classic
      M
      M-4_Sherman
    • RE: How do you use your carriers?

      asthetically, fighters are good on carriers, and can be used effectively against Japan, especially in amphibious landings:

      1. fighters attack at same strength as battleships
      2. once the carrier is produced their a lot cheaper
      3. Battleships only fire once in amphibious assaults

      that and their great for taking out subs trying to get thier “first shot attack” in before they get a chance

      posted in Axis & Allies Classic
      M
      M-4_Sherman
    • RE: Germany's Capital

      i’d have to agree with Kidhorn here, but the baltic is often overlooked as useless. if Russia can draw a few troops towards the eastern front, a Germany landed might be a bit eaiser than Normandy. build a decent size fleet of trns/inf and send in whatever battleships you may still have. you’ll probably face near the same odds as you would in western europe, but if you win here, thats instant dough for you and germany’s dead for at least 1-2 turns

      posted in Axis & Allies Classic
      M
      M-4_Sherman
    • RE: 2 rules questions

      its perfectly legal to kill the carrier, the good book states that if your carrier should die, you have an opportunity to land your fighter in the same sea zone, be that on another friendly carrier or on land. personally, i’d kill the carrier first and keep fighting with the more powerful fighter, better chance of killing more units

      posted in Axis & Allies Classic
      M
      M-4_Sherman
    • RE: IPC Victory?

      hey, new guy here, ive only had the game a few months, but the IPC rule seems kinda cheap, realistcally, do you think the allies would have given if if hitler won the lottery? dont think so, the axis wernt in it to get rich quick, they wanted land and power. so make them go for the capitols, its eaiser than it sounds with some smart thinking by the axis team. strenghten the russian border for a 1 or 2 turns and nail the british capitol, with the brits out of the way, you can concentrate more forces on taking russia. you dont have to worry about the americans for at least 2 turns, then just defend the beach heads and your done!

      posted in Axis & Allies Classic
      M
      M-4_Sherman
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