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    2. MistuhJay
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    Posts made by MistuhJay

    • RE: Interview with Harry Larris

      @KimRYoung:

      If you’re not part of the solution, you’re part of the problem. Bitchin’ and scoffing at the designer is not part of the solution.

      Kim

      This. We knew pretty much what we were getting before we voluntarily purchased this game. Heck, Flashman’s been complaining about the lack of railroads for the better part of six months. If you don’t like it, don’t buy it!

      posted in Axis & Allies 1914
      MistuhJayM
      MistuhJay
    • RE: 1

      I don’t think so. D-Day was slanted toward the Axis, obviously NOT for historical reasons…

      posted in Axis & Allies 1914
      MistuhJayM
      MistuhJay
    • RE: Yet another 1914 game report

      Nice write up! Aerial supremacy is definitely all kinds of win. It’s probably my favorite mechanic in this edition.

      posted in Axis & Allies 1914
      MistuhJayM
      MistuhJay
    • RE: What is your bid?

      While I would very much miss France’s second battleship, youra suggestion does make a lot of sense, Wittman. The CPs’ navy would definitely survive a lot longer without it.

      posted in Axis & Allies 1914
      MistuhJayM
      MistuhJay
    • RE: Yet another 1914 game report

      I must respectfully disagree.  Adding a ninth playable power (the Communists) is neither simple, nor intuitive.

      @Flashman:

      Of course you need to import Bolshevik units and control markers, but you knew that.

      I did know that; you’ve mentioned it once or twice, I believe.  =)

      posted in Axis & Allies 1914
      MistuhJayM
      MistuhJay
    • RE: Tanks - worth purchasing?

      No, one artillery boosts one infantry OR one tank.

      posted in Axis & Allies 1914
      MistuhJayM
      MistuhJay
    • RE: Yet another 1914 game report

      How is this “a lot less to remember,” Flashman?  :?
      No, thanks.

      @Flashman:

      They are allied to their respective sides; the only restriction is that the Reds cannot operate outside ORT.

      Whichever side controls Moscow at the end of its turn builds units there.
      Otherwise, each side can place one new infantry in each ORT it controls at the end of its turn.

      I’ve also considered making Karelia/Petrograd a production centre, so its possible both sides may control a capital.

      Regarding cash, only a faction controlling the capital collects and spends; the other is, in effect, treated like any other power that has lost control of its capital. If Moscow is contested neither can collect and build there.

      All ORT are “home” for Russian factions.

      At the time of the Revolution, those units in Moscow, Karelia & Tartarstan become Reds, other Russian units remain Allied.

      Both factions remain in the game until the end; even if one is eliminated its tt can be liberated by its allies.

      Moscow counts as CP victory objective if the Reds control it.

      posted in Axis & Allies 1914
      MistuhJayM
      MistuhJay
    • RE: What is your bid?

      I’ve been wondering when this would be to posted. Imho, it’s still way too early for a bid…

      How much would it take to tilt the balance, anyway? I have a hard time believing 2 or 3 infantry would make much of an impact on any front, considering the amount of soldiers being thrown into the meatgrinders.

      posted in Axis & Allies 1914
      MistuhJayM
      MistuhJay
    • RE: Containing the Ottomans

      The more UK spends in India, the less it spends on the Western front. If Britain is spending its entire economy (!) for two turns (!) in India, Germany can -and should!- make them pay.

      @WILD:

      We have seen the UK spend all its income in India for a round or two in the early going (one guy in our group in particular). Those units can either be sent to Russia to bail them out (along with units into Karalia via transport from England), or make the Turks life miserable as you have said. It gets to a point to where you think should the UK be able to spend that much in India?

      posted in Axis & Allies 1914
      MistuhJayM
      MistuhJay
    • RE: Yet another 1914 game report

      I DEFINITELY like this. I’ve played on the Allies side twice now (though not as Russia, per se), and both times my teammates and I figured out the best way to “kamikaze” Russia’s army and still trigger the revolution, destroying a large CP stack and denying them a a victory city in one fell swoop!

      @Krieghund:

      It means that when the revolution conditions (as per the Rulebook) are met for the first time (once per game), the Central Powers have a choice.  If they all agree to an armistice, it goes down exactly as indicated on page 14 of the FAQ thread.  If any Central Powers player refuses the armistice, everything continues on as normal - Russia has a new government, but it has no effect on the game.

      Try it out and let me know what you think.

      posted in Axis & Allies 1914
      MistuhJayM
      MistuhJay
    • RE: AA1914 A 2nd Time Around - Battle report (link)

      An interesting read! One thing I’m kinda curious about, if Italy was in trouble turn 4-5, why didn’t America head for the Med and dump a stack of troops into Rome?

      posted in Axis & Allies 1914
      MistuhJayM
      MistuhJay
    • RE: Game Board Frustration

      You nailed it. Belgium tends to be a primary staging point, yet sits atop a fissure.  Le sigh.

      @oztea:

      I don’t understand why the cut in the boards runs from north west to south east.
      It should instead run through North Africa, the Med, and Ukraine.
      The Belgian roundel never matches up right……

      posted in Axis & Allies 1914
      MistuhJayM
      MistuhJay
    • RE: Game Board Frustration

      @Uncrustable:

      Marshaling cards from A&A revised come in pretty handy in this game.

      AGREED.

      posted in Axis & Allies 1914
      MistuhJayM
      MistuhJay
    • RE: Why isn't France a Central Power?

      I’m just impressed he didn’t mention the Note for a change!  =D

      @Makoshark13:

      Really?! How far are you going to go to prove a point?  :|

      posted in Axis & Allies 1914
      MistuhJayM
      MistuhJay
    • RE: For King and Country! (play report)

      @JeffM:

      MistuhJay, thanks again for the write up, great game bud!

      You were a worthy opponent.  Thanks for uploading those pics!

      @pitsbrgparatrpr:

      i found a few things that we would like to change… but its only been one play.  First, as you said, Switzerland needs a special rule, either have them worth 1 but produce 4 when they are hit, helping deter an attack or leave them out or force a player to pay 5 ipcs… etc.  Second, as you also said, we all agreed, a Russian Revolution should count as one of the powers collapsing.  It was the only capitol that sort of fell.

      Also, we allowed a home rule that we alwasy use.  Every country could put up to 2 infantry on any two spots that was a home country, just not together… this gave a little spice to Africa, Middle East, etc, otherwise no one could ever send anything past the front lines, it represented levies/askaris etc to us.  It worked well.

      Yeah, I think I’d recommend Switzerland just being impassable (like the Sahara).  How did your 2-infantry rule work out for you guys?

      posted in Axis & Allies 1914
      MistuhJayM
      MistuhJay
    • Rate AA1914

      I’ve seen many reviews through various threads, and was curious what the group’s opinion of the game was.

      I feel that since they’ve worked through some of the peskier rules in the FAQ thread (Revolution, retreating, etc.), the game is extremely enjoyable.

      What are everybody’s thoughts?

      posted in Axis & Allies 1914
      MistuhJayM
      MistuhJay
    • RE: Can I attack out of a contested zone?

      As long as you are moving into another contested territory containing one of your country’s units (that had been there since the start of your turn), you can.

      posted in Axis & Allies 1914
      MistuhJayM
      MistuhJay
    • RE: Need input on how cp can win, or is it just sheer luck if they do?

      I’ve noticed a huge German push into Russia (causing the Revolution by turn 4) gives Germany 50+ IPCs a turn, MORE than enough to drop a huge build into Berlin and focus on the Western front.

      posted in Axis & Allies 1914
      MistuhJayM
      MistuhJay
    • RE: Possible Rules Change

      We used Krieg’s new and improved movement rules, and had no hitches; in fact, it DID prevent one instance of ‘can-opening’ into Russia.

      posted in Axis & Allies 1914
      MistuhJayM
      MistuhJay
    • RE: How is it?

      @Last:

      Well what do you guys think?

      LOVED it.  It’s not without its quirks, of course, and several OOB rules have been ironed out, but at its core is an excellent wargame.  9/10

      posted in Axis & Allies 1914
      MistuhJayM
      MistuhJay
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