I suggest to NOT evacuate India (3 ipcs is to much of a loss/gain for UK/Japan). US should be able to liberate Africa … so, I (pretty much) leave that to them. As UK, there are a few things that work … but, it’s all a matter of circumstance. The India IC is a possibility – but, to be worth it – it requires the support of Russia and what ever US troops survive Japan 1 turn. Also, if Japan is moving towards expansion in the Pacific … this is usually the time for the India IC (but again – this requires the Allies to work together on defending India). The other role (and perhaps most useful) is helping the US establish the shuck-shuck. This is crucial and should be the priority to ensure Russia’s survival. A British Aircraft Carrier is a valuable thing (with the addition of 2 US fighters that very turn – of course). From there … it’s just a matter of purchasing transports and infantry.
Posts made by MistaBiggs
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RE: British power in Africaposted in Axis & Allies Classic
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RE: Problems with playing Japanposted in Axis & Allies Classic
Each transport can only transport 2 infantry or 1 armor. So buy as many as you can – making sure that you have the proper amount of infantry as well. Buy mainly infantry for the transports … until you’ve amassed a large Japanese force in Asia. I think LJ pointed out that a ratio of 6:1 (infantry:armor/airforce) is a good idea to allow you to have both a maximum attacking threat and still maintian the survival of your armor/airforce (by only using the infantry as cannon fodder).
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RE: This isn't really a "rule" but…posted in House Rules
:o
Yes – you & your friends ARE insane!!!
But, I like it…
Seems like this would go great with the Drinking A&A variant!
:lol:
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RE: Paratroopersposted in House Rules
The benefit of paratroopers is to TAKE the territory. Whereas bombers ALONE can’t do this. In addition, the bomber will allow paratroopers to reach territories that are otherwise unaccessible. This is the major benefit/threat of paratroopers.
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RE: Blow-up Boxesposted in Axis & Allies Classic
A question has arisen in on of my games about movement in the Pacific and the blow up boxes.
I’m aware of the wrap around map here:
http://www.aamc.net/txt_dloads.shtml
And my opponent has quoted Avalon Hill to dispute the map:
"The blow-up boxes on the lower right side of the gameboard cannot be moved on or off from adjacent sea zones. For example, the sea zone surrounding New Zealand is adjacent to the two sea zones surrounding Peru and Argentina/Chile on the lower left side of the board – not to the blow-up boxes! "
However, I think they may state the same thing.
Using Mapview, is sz #56 adjacent to the NZ sz (#49)?
I think they are but I’d like anyone else’s input. I don’t think the Avalon Hill clarification helps much, it just says that the NZ sz is adjacent to peru, arg, chile (sz #1, #2)
Help.
DM, check out this link for answers to your questions about the map:
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Multi-player PBEM gameposted in Player Locator
Anyone interested in a Multi-player PBEM game???
If so, please check the link below:
http://www.axisandallies.org/forums/viewtopic.php?t=2225
(We currently have 3 players and are looking for at least 1 more)
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RE: Problems with playing Japanposted in Axis & Allies Classic
There should be no way that US can destroy the JAP navy if you come with everything.
I suggest the following:
1 bmb (JAP), 1 ftr (PHI), 1 ftr (CAR), 1 bb (JAP), 1 trn (JAP), 1 bb (CAR), 1 sub (SOL), 1 ac (CAR) – do NOT bring 2 inf.
You can use your trn and sub as cannon fodder. You should have 2 bb’s, the ac and 2 ftrs left (and perhaps the trn or sub). US can only attack with 1 bb, 1 trn, 2 ftr (one will have to land in HAW) and 1 bmb. US should lose this battle … and if it some how does win – the US will be left with only one unit (prob. the bb). Thus, no airforce at all!
In addition, like GI stated … this will divert the US fleet from moving to the Atlantic.
Also — NO IC on JAP 1 … buy inf and trns!
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RE: The Ultimate Tech Chart (36 TECHS)…posted in House Rules
This was just a starter kit – to help people expand their techs!
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RE: The Ultimate Tech Chart (36 TECHS)…posted in House Rules
What about nuclear weapons? You can get rules for nuclear weapons at www.impgames.com.
Feel free to remove/replace/edit/add any techs you like!
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RE: The Ultimate Tech Chart (36 TECHS)…posted in House Rules
@Guerrilla:
…the more tech’s the better right Mista :wink: …
My thoughts EXACTLY GG!!! 8)
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RE: The Ultimate Tech Chart (36 TECHS)…posted in House Rules
Yeah … still pay 5 ipcs and have to roll 6.
Techs are for original A&A.
The artillery, machine guns and land mines are expansion pieces that we (my group of A&Aers) use … bought from Table Tactics expansion sets.
Those 3 techs can be modified or changed for those who don’t have these pieces.
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The Ultimate Tech Chart (36 TECHS)…posted in House Rules
Roll 1D6 to determine Tech Path:
- Shipping
- Barrage
- Flight
- Industry / Production
- Land Warfare
- Political
Roll 1D6 to determine Tech:
1a) Super Transports
1b) Super Submarines
1c) Heavy Battleships
1d) Stealth Submarines
1e) Super Carriers
1f) Long Range Naval Vessels2a) Super AA guns
2b) Heavy Artillery
2c) Rockets
2d) Radar
2e) Heavy Machine Guns
2f) Heavy AA guns3a) Long Range Aircraft
3b) Heavy Bombers
3c) Jet Power
3d) Folding Wings
3e) Strategic Fighters
3f) Bomber Sights4a) Industrial Technology
4b) Industrial Growth
4c) Expanded Conscription
4d) Foreign Legion
4e) Expanded Naval Production
4f) Expanded Aircraft Production5a) Mechanized Infantry
5b) Heavy Armor
5c) Trench Warfare
5d) Tank Bunkers
5e) Super Land Mines
5f) Super Armor6a) Technical Conference
6b) Propaganda
6c) Lend Lease
6d) Patriotic Fervor
6e) Volunteer Corps
6f) Technological EspionageDescription:
Super transports - Each of your Transports may now carry up to 3 infantry or 1 armor and 1 infantry (or Equivalent)
Super submarines - Same as old rules
Heavy Battleships - Each of your battleships roll 2 dice instead of 1 (this includes shore bombardment)
Stealth Submarines – Defending submarines may retreat from combat before any attack is made (subject to normal retreating rules)
Super Aircraft Carriers – Each Aircraft Carrier can hold up to 3 fighters or 1 bomber (if combined with Folding Wings technology – each Aircraft Carrier can hold 4 fighters or 1 bomber and 1 fighter)
Long Range Naval Vessels – All of your naval vessels movement rate is increased to 3
Super AA guns - Each of your AA guns roll 2 dice instead of 1
Heavy Artillery - Your Artillery units now receive 2 dice when attacking or defending, and 2 dice when shelling
Rockets - Same as old rules
Radar – All AA guns get +1 to their attack strength for the rest of the game (this may be rolled again giving your AA guns additional bonuses)
Heavy AA guns – Territories may now contain multiple AA guns, but no more than 3 AA guns are allowed in each territory
Heavy Machine Guns – All machine guns attack at 3 or less
Long Range Aircraft - Same as old rules
Heavy Bombers - Each attacking Bomber rolls 2 dice (not 3) instead of 1 (this includes Strategic Bombing Raids)
Jet Power - Same as old rules
Folding Wings - Up to 3 of your Fighter units may land on your Aircraft Carriers
Strategic Fighters – Fighters can now be used to perform Strategic Bombing Raids on IC’s (damage is the following: 1-2 = 1 IPC, 3 = 2 IPC’s, 4-5 = 3 IPC’s, 6 = 4 IPC’s)
Bomber Sights – All bombers attack at 5 or less
Industrial Technology - Every unit’s production cost is reduced by 1 IPC (if Expanded Naval or Aircraft Production is also acquired, the cost of ships or aircraft can only be reduced by 2 IPC’s maximum)
Industrial Growth - The quantity of units that any of your new factories can produce is doubled (i.e. a factory is India can produce 6 units per turn instead of 3)
Expanded Conscription - Receive 2 infantry units during the “Place New Units” phase on each of your turns
Foreign Legion – You may build 1 infantry per turn on territories that do not contain IC’s as long as they have at least an IPC value of 2
Expanded Naval Production – All ships cost 2 IPC’s less
Expanded Aircraft Production – All aircraft cost 2 IPC’s less
Mechanized Infantry – All your infantry units movement is now 2 (infantry units may only “blitz” through enemy controlled territories if accompanied by at least one tank)
Heavy Armor – All tanks attack at 4 or less
Trench Warfare – All infantry units defend at 3 or less
Tank Bunkers – All tanks defend at 3 or less
Super Land mines – All land mines defend at 2 or less
Super Armor – All tanks now require 2 hits to kill
Technical Conference – You may give one invention of your choice to any one of your allies (you must presently possess the invention) or any one of your allies may give you one of his inventions
Propaganda – You persuade a neutral country to join your side (your choice), the neutral territory has a productivity of 2 and starts with 2 infantry and 1 armor (this may be rerolled)
Lend Lease – You may build one unit a turn for any one of your allies (units built are of his color and they appear on any of his IC’s ready for use in his turn) or any one of your allies may build one unit a turn for you
Patriotic Fervor - Once, now or in the future, you may add 10 infantry to your build (these units must be built from your capitol and this may be rerolled)
Volunteer Corps – You may transfer any one unit per turn that is currently located in any of your Allies’ territories to a unit of his color and they are ready for use in his turn (you are not allowed to move this unit during your turn)
Technological Espionage – Your spies steal one invention or technology of your choice from any one enemy (if no enemy has an invention or technology, tough luck)
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RE: Paratroopersposted in House Rules
I see nothing wrong with giving paratroopers a surprise bonus (in the 1st round ONLY). If anyone feels differently … why don’t you make the surprise factor rolled for – such as the following:
1 = +1 attack (1st and 2nd rounds)
2-3 = +1 attack (1st round only)
4-5 = no bonus
6 = defenders get +1 (paratroopers landed in wrong area)Just an idea…
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RE: Football Fans?posted in General Discussion
That’s easy!!!
NFL – Saints or Philly
NCAA – LSU or FSU
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RE: Number of unitsposted in Axis & Allies Classic
Honestly … I’ve never played a game where the number of units ran out.