Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. MistaBiggs
    3. Posts
    M
    • Profile
    • Following 0
    • Followers 0
    • Topics 17
    • Posts 271
    • Best 0
    • Controversial 0
    • Groups 0

    Posts made by MistaBiggs

    • RE: British power in Africa

      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.

      posted in Axis & Allies Classic
      M
      MistaBiggs
    • RE: Problems with playing Japan

      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).

      posted in Axis & Allies Classic
      M
      MistaBiggs
    • RE: Blow-up Boxes

      Here’s the correct link:

      http://www.angelfire.com/games/silex/maps/aacolor.html

      posted in Axis & Allies Classic
      M
      MistaBiggs
    • RE: This isn't really a "rule" but…

      :o

      Yes – you & your friends ARE insane!!!

      But, I like it…

      Seems like this would go great with the Drinking A&A variant!

      :lol:

      posted in House Rules
      M
      MistaBiggs
    • RE: A game in the making….....

      Double yep… 8)

      posted in Other Axis & Allies Variants
      M
      MistaBiggs
    • RE: Paratroopers

      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.

      posted in House Rules
      M
      MistaBiggs
    • RE: Blow-up Boxes

      @DarthMaximus:

      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:

      http://www.angelfire.com/games/silex/maps/aacolor.html

      posted in Axis & Allies Classic
      M
      MistaBiggs
    • Multi-player PBEM game

      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)

      posted in Player Locator
      M
      MistaBiggs
    • RE: Problems with playing Japan

      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!

      posted in Axis & Allies Classic
      M
      MistaBiggs
    • RE: The Ultimate Tech Chart (36 TECHS)…

      This was just a starter kit – to help people expand their techs!

      posted in House Rules
      M
      MistaBiggs
    • RE: The Ultimate Tech Chart (36 TECHS)…

      @UKcommander:

      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!

      posted in House Rules
      M
      MistaBiggs
    • RE: The Ultimate Tech Chart (36 TECHS)…

      @Guerrilla:

      …the more tech’s the better right Mista :wink: …

      My thoughts EXACTLY GG!!! 8)

      posted in House Rules
      M
      MistaBiggs
    • RE: The Ultimate Tech Chart (36 TECHS)…

      http://www.tabletactics.com

      posted in House Rules
      M
      MistaBiggs
    • RE: The Ultimate Tech Chart (36 TECHS)…

      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.

      posted in House Rules
      M
      MistaBiggs
    • The Ultimate Tech Chart (36 TECHS)…

      Roll 1D6 to determine Tech Path:

      1. Shipping
      2. Barrage
      3. Flight
      4. Industry / Production
      5. Land Warfare
      6. 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 Vessels

      2a) Super AA guns
      2b) Heavy Artillery
      2c) Rockets
      2d) Radar
      2e) Heavy Machine Guns
      2f) Heavy AA guns

      3a) Long Range Aircraft
      3b) Heavy Bombers
      3c) Jet Power
      3d) Folding Wings
      3e) Strategic Fighters
      3f) Bomber Sights

      4a) Industrial Technology
      4b) Industrial Growth
      4c) Expanded Conscription
      4d) Foreign Legion
      4e) Expanded Naval Production
      4f) Expanded Aircraft Production

      5a) Mechanized Infantry
      5b) Heavy Armor
      5c) Trench Warfare
      5d) Tank Bunkers
      5e) Super Land Mines
      5f) Super Armor

      6a) Technical Conference
      6b) Propaganda
      6c) Lend Lease
      6d) Patriotic Fervor
      6e) Volunteer Corps
      6f) Technological Espionage

      Description:

      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)

      posted in House Rules
      M
      MistaBiggs
    • RE: Paratroopers

      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…

      posted in House Rules
      M
      MistaBiggs
    • RE: Aircraft

      Anything EXCEPT subs.

      posted in Axis & Allies Europe
      M
      MistaBiggs
    • RE: Football Fans?

      That’s easy!!!

      NFL – Saints or Philly

      NCAA – LSU or FSU

      posted in General Discussion
      M
      MistaBiggs
    • RE: Is the original pc game better or is iron blitz better?

      Iron Blitz!

      posted in Axis & Allies Classic
      M
      MistaBiggs
    • RE: Number of units

      Honestly … I’ve never played a game where the number of units ran out.

      posted in Axis & Allies Classic
      M
      MistaBiggs
    • 1 / 1