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    2. mattsk
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    Posts made by mattsk

    • List of pieces

      Hi, could you post list of pieces? Thanks

      posted in Axis & Allies Europe 1940
      mattskM
      mattsk
    • RE: Craziest Round 1 I have ever seen

      ROFL

      posted in Axis & Allies Global 1940
      mattskM
      mattsk
    • RE: IPCs off the tracker

      @NaptownMVP:

      Are you limited to the amount of IPCs that you can claim per turn to the number on the tracker (40, I believe)

      no

      you ain t limited by the tracker
      :-)

      posted in Axis & Allies Europe 1940
      mattskM
      mattsk
    • RE: Game Aids A&A 1940 Global 2nd Edition

      Ok, i was just pointing out that it should be IPC instead of iPC  8-)

      posted in Customizations
      mattskM
      mattsk
    • RE: Game Aids A&A 1940 Global 2nd Edition

      hi,
      1.- what paper size should i print it on?
      2.- error on NO chart- Germany "+5iPC: Germany controls Novgorod (Leningrad) "

      posted in Customizations
      mattskM
      mattsk
    • RE: Outline for the franchise: A&A, and Advanced A&A

      Interesting ideas, however, i don’t think this is a way to go for A&A. I think it’ll be simply revisions of the current games +maybe soo wanted new tactical scale games (Stalingrad, Midway, etc.)

      posted in Axis & Allies 1942 2nd Edition
      mattskM
      mattsk
    • RE: Can U.S.A play a balanced game ?

      well, most of the people will say no, but… you never know- i mean, there are thousands of strategies that were not tried by anyone.

      posted in Axis & Allies 1942 2nd Edition
      mattskM
      mattsk
    • Alpha +3.9

      hi, i was looking for Alpha 3.9 rules/setup, but i can not find it anywhere. Can someone please post a link or a .pdf ?

      posted in Axis & Allies Global 1940
      mattskM
      mattsk
    • RE: NEW AA app

      I rally like the idea of adding your own units, design of app is good too from what i have seen on the pictures. I looked for some A&A app on google play some time ago, but they dont look very well. I would definitely buy the app if it comes out. Good luck.

      posted in Customizations
      mattskM
      mattsk
    • RE: NEW AA app

      hi,
      would be nice to have such thing, could you make a 1942.2, and 1914 version of it too?

      posted in Customizations
      mattskM
      mattsk
    • RE: ?? Best way to take France ??

      Hi,
      well, it pretty much depends on france player, but my fav is to get Switzerland on G1(this will force france spread defense between lorraine and burgundy) push hard on belgium and lorraine too. Its crucial to get as many fighters as possible there ASAP, they give you huge advantage in massive battles (France already has one in reach of front, so you really need them there quickly).
      Buy lots of inf too, you will need them as cannon fodder.
      Later in game, tanks give you some advantage when attacking, but they are more efective in smaller battles (western front is definitetly not).

      posted in Axis & Allies 1914
      mattskM
      mattsk
    • RE: Unconventional Allied strategy

      Thanks, I will try some strategies next time I´ll play, I´ll post results.

      posted in Axis & Allies 1942 2nd Edition
      mattskM
      mattsk
    • RE: Wizard of the coast is sending out additional playing pieces

      Too bad they won´t send it in central europe… :|

      posted in Axis & Allies 1914
      mattskM
      mattsk
    • Unconventional Allied strategy

      I was thinking about what to do about 90% of Atlantic navy being destroyed after G1
      Here is what I´ve got:

      Russia:
      You need to hold the Eastern front for as long as possible (at least 5-6 turns), you need to keep Germans occupied.

      UK:
      Build an IC in Eastern Canada on R1, and something to slow down Japs in Asia.
      Move any UK navy in Atlantic that survived into SZ10
      In SZ10 prepare 8tr. some DDs, An AC (load it with FIGs you start with in London) a BB or two, a CC or two.
      In London prepare 8 Inf, 6 Arm, 2 Art, build some Bombers and Fighters in London too.

      US:
      Same navy as UK (except for AC)in SZ11,
      8Inf, 4 Art, 2Arm, 2AAA
      Build a lot of Figs (4-6) and a bomber.

      2 turns before invasion: move your Figs to London via E. Canada, (you´ll need 2 turns for this since London is 5 spaces from EUS)
      1 turn before invasion: load your US transports and move your US navy into SZ10

      DDay:
      UK:
      Move your navy to SZ8, load transports and assault Western Europe with UK, throw everything availible into battle.
      Your goal is to capture it at all costs (even if it would mean losing Bombers and Fighters).

      US:
      Since Western Europe is now UK territory, unload everything into it and move there your fighters to protect it from German counterattack.

      Notes:

      • Do not neglect Japan! Maintain some fleet in Pacific so Japs won´t hurt you in your back- this was fatal to me
          when i first tried this strategy- Japan attacked Alaska and my 3 tanks weren´t able to destroy Japs 2Inf,1Arm
          this lead to opening WCan and WUS without leaving me any chance for counterattack.
      posted in Axis & Allies 1942 2nd Edition
      mattskM
      mattsk
    • RE: Magnetic Aircraftcarriers by Axis and Allies Club Danmark®

      It redirects me to some e-shop… :-(

      posted in Blogs
      mattskM
      mattsk
    • RE: Airship house rules

      Yes, I was talking about those, I was also thinking about their role in sea battles (against Subs):

      Unlike fighters, they don´t need to end their move in a territory with friendly Inf, but they can move max 3 spaces away from a territory with friendly Inf

      If there is an Airship involved in sea battle then:
      Enemy submarines can not submerge and they can not surprise attack
      Airships roll one dice against enemy Sub, hitting it at die roll of 2.

      posted in House Rules
      mattskM
      mattsk
    • RE: Airship house rules

      I was thinking about airships too, my idea:
      Cost: 4 (I am not sure about cost)
      Move: 1
      Attack: -
      Defense: -

      It can provide air supremacy for Arty, it can not participate in dogfight, it can not strafe land units. All airships in a territory are destroyed when there are enemy fighters in that territory after the “Determine Air Supremacy” phase is over.

      posted in House Rules
      mattskM
      mattsk
    • RE: Mountains

      Thank you, It is a bit confusing because the High Tatras (part of Carpathians) seem to be right on the border of Hungary and Galicia in this game. I have thought that the rest of Carpathians is part of Romania.

      posted in House Rules
      mattskM
      mattsk
    • RE: A couple of questions

      I have heard that Phillipines IC is good too, I haven´t tried it yet though.

      posted in Axis & Allies 1942 2nd Edition
      mattskM
      mattsk
    • RE: Mountains

      Hi
      good idea, but:

      These would be:

      Spain, Norway, Switzerland, Tyrolia, Bohemia, Budapest, Albania, Serbia, Bulgaria, Greece, Smyrna, Ankara, Persia, Afghanistan, Ethiopia, S. Africa

      I suggest Galicia instead of Budapest, since Budapest represents today`s Hungary, which is 99% flat.

      posted in House Rules
      mattskM
      mattsk
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