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    M
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    Posts made by Miket2424

    • Rules clarification on carriers and planes + a sea zone

      Hi, here is the scenario i am confused about. I had an argument over it with my allied opponent:  player 1 sends 2 subs to attack a carrier in a sea zone, say north of Norway. Norway is attacked by player 1 also.  The sea battle is conducted first and the carrier is destroyed by the subs. The fighters on the carrier can’t hit the sub and must land.

      Question: Can the fighters land on Norway and help defend against the attack?  Where in the rulebook is this clarified, I can’t find it.

      Question 2: Is sea zone 3 considered adjacent to the UK Isle land territory. i.e. can ships be constructed there with just a complex on UK?

      Thanks!  :-)

      posted in Axis & Allies Spring 1942 Edition
      M
      Miket2424
    • Question about sea zone 64

      Hi all, just a question about the 42 map. Does sea zone 64 border W U.S.? This would make it a buildable sea zone off the bat. My opponent thinks he should be able to build there.  Thanks

      posted in Axis & Allies Spring 1942 Edition
      M
      Miket2424
    • RE: Has anyone tried to make there own maps?

      Thanks for posting those maps for us. The AA42 map is inadaquite  and I want to print out a larger one. I guess I will print on paper and stick to poster board, uless I find a better material for it.

      posted in Axis & Allies Spring 1942 Edition
      M
      Miket2424
    • RE: What's the worst luck you've had in trying to take a territory?

      Bad luck in war is entirely realistic. Look at Midway. Japanese rolled badly historically, losing 4 carriers and all fighters and failing to capture the island while US just lost a carrier and some fighters.

      So if you convert to IPCs it would be 4 carriers = 56 and 8 fighter = 80  vs.

      1 carrier and 2 fighter = 34

      Japan lost 136 IPCs compared to 34 for the US.

      :-o

      posted in Axis & Allies Anniversary Edition
      M
      Miket2424
    • RE: Why bid?

      But WHY are the axis at a disadvantage? Has this been proven, or is it just how people “feel”?

      posted in Axis & Allies Revised Edition
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      Miket2424
    • Why bid?

      Just wondering why so many players think Axis need help with extra money in Revised. I seems pretty balanced to me. And it was playtested by some good gamers wasn’t it?

      posted in Axis & Allies Revised Edition
      M
      Miket2424
    • Any Transport house rules suggested?

      I luv the game, but the one thing that irks me is that transports can inflict heavy damage on airfleets and warships with a little luck. I was playing a game today, and my opponent attacks a jap trans with 2 US fighters. I lucked out and rolled a 1 and he missed with both fighters, then the battle went a few more rounds and he won, but I was close to winning with a bit of luck.

      Then I attacked 3 transports in SZ7 with a bomber and fighter. He rolled 1 twice, winning with 1 transport left.

      On a third occasion, he attcked my destroyer and trans with a sub, and I missed with the destroyer and hit with the transport. AN ESCORT CAN NOT ALLOW HIS PROTECTED SHIP TO DESTROY A SUB.

      All of this defies all logic of military thinking. I used to consider the transport an abstract representation of an escorted convoy, but now that we can buy destroyers, that is no longer a realistic assumption.

      I hate the low luck rules and we love throwing dice, so is there any good house rule to make transports a less dangerous but balanced part of the game? :?

      posted in Axis & Allies Revised Edition
      M
      Miket2424
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