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    2. moralecheck
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    M
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    Posts made by moralecheck

    • RE: AAG40 FAQ

      @kcdzim:

      @Gamerman01:

      He didn’t say tanks and planes, he just said artillery, I think

      yada yada yada. armor piercing shells then.

      Well if the factory is captured, there’s a reasonable chance the tools and dies that Japan was using to make their equipment was captured with it.  But that was not the point…

      I think his point was that the factory that Japan built is immediately removed even if Japan retakes the territory right away.  The massive infrastructure upgrade to the territory simply vanishes.

      posted in Axis & Allies Global 1940
      M
      moralecheck
    • RE: Unit Abreviations

      I’ve used FTR for fighters.  FIG is stuck in my head as “Figure”.

      posted in Player Help
      M
      moralecheck
    • RE: Classic Piece Identification

      Pretty sure the fighter is Japanese.  I think the ships are generic.

      posted in Axis & Allies Classic
      M
      moralecheck
    • RE: Question about Canada

      They count as UK for all purposes and are already included in the UK total.  It’s just eye candy.

      posted in Axis & Allies Global 1940
      M
      moralecheck
    • RE: Preview Copies of 1940 Second Edition Arrived

      That’s great news that it is a gun free version!  :-D

      You made my day!!!

      I just saw the pics of all the new mech inf units, they are all gun free.  I feel bad for even doubting… :-(

      posted in Axis & Allies Global 1940
      M
      moralecheck
    • RE: Board Game Pieces

      You got your German cruisers and destroyers reversed, but no biggie.  Those paint jobs are incredible.  Painting the national emblem so perfectly on each piece must have been so painful to do.

      Well done!

      posted in Customizations
      M
      moralecheck
    • RE: Tiger tanks molded in the Japanese Colour.

      I have the corrected version.  The unit profiles were corrected but they still missed:

      1. All other silhouettes used throughout the book are the classic ones that don’t match the pieces in the game.

      2. The example picture on P.11 uses artillery and AA, neither of which are in the game.

      3. The way aircraft are assigned to carriers on the setup charts is written differently for the USA then it is for the British and Japanese.

      4. Most important…the set up chart for the USA still says 15.

      Maybe we’ll see a third version soon.  :mrgreen:

      I still have yet to play it (I got it this week), but I’m looking forward to it.

      posted in Axis & Allies 1941
      M
      moralecheck
    • RE: Preview Copies of 1940 Second Edition Arrived

      I’m kinda irked that several nations are getting mech artillery pieces to use as mech infantry. � Mech artillery was really all that was missing from G40 and HBG had us covered by adding them. � So adding OOB mech artillery that are mech infantry will mess that up a bit.

      I also really don’t get why they chose the priest for the UK. � It is still an American vehicle, so it is no more British then the halftrack was, and does not really look the part. � I think Italy is getting a mech art as mech inf as well (despite having an APC), maybe more. �

      Plus, it’s a bit odd for new players. � “This artillery is an artillery, and this mech artillery is a mech infantry, even though it looks like a mech artillery. � Your artillery can raise your mech artillery, which is actually an infantry, from a one to a two on attack. � Your mech artillery can’t raise anything, because despite its appearance, it’s an infantry.” � Really, if it looks like a duck and quacks like a duck, it should probably be a duck. I was so happy when when the German 88 AA was finally removed from the game as artillery (one guy in our group always confused them with AA) as it was the last ‘poor fit’ after the stuka as a fighter, and now we have artillery being used as infantry. � Oh well, there is always HBG to supply proper halftracks. :)

      posted in Axis & Allies Global 1940
      M
      moralecheck
    • RE: Rulebook unit profile changes

      @CWO:

      Fascinating.  They not only use different illustrations, they also show the colours / nations in a different order.  I never thought I’d see the green US pieces go from the #1 to the # 5 position in an A&A rulebook!

      The one on the right is likely the fixed version.  The pieces are shown in turn order, which is a bit easier to follow.  This would also explain why USA is fifth.

      posted in Axis & Allies 1941
      M
      moralecheck
    • RE: New Barbarossa game coming soon to HBG

      “Build” is misspelled in the Russian box.  Just in case it got missed and/or has not gone to print yet.

      posted in Other Axis & Allies Variants
      M
      moralecheck
    • RE: FMG COMBAT UNITS - Rules: AIR TRANSPORT

      My previous post’s rules have been revised and simplified.  The build limits will keep the Russians from being in too much trouble with behind the lines airdrops from the Axis without the complex restrictions.

      posted in House Rules
      M
      moralecheck
    • RE: FMG COMBAT UNITS - Rules: AIR TRANSPORT

      In the end, we went this route (still subject to change, as we always seem to reveal some flaw each game, though we rarely use house rules):

      Air Transports

      Cost 8. No build limit

      0/0/4. Air transports had about the same range as fighters, and this prevents trans atlantic flights as well as pacific island hopping.

      There is no requirement for them to be chosen last as losses.

      In combat move: � Can carry 1 para inf. � An airbase is not required, but will add one range (as it does in the NCM). �

      When attacking, a transport is considered to retreat as soon as it drops it’s paratrooper (leave it in the space until NCM). � This occurs right after AA fire. � If the transport is shot down by AA, the para inf is lost as well.

      A para costs 4 IPC. � Build limit, 1 per turn. � These can’t be saved. � I.e., If you build 0 on turn 6, you can’t build 2 on turn 7.

      1/2/1 � When airdropped, it attacks with a 2 on the first cycle, and then reverts to a 1. � A para can be supported by artillery, giving them an attack of 3 in the first cycle, or 2 thereafter.

      Non combat move: � If an air transport was not used in combat, it may transport 1 inf type unit in the NCM instead (I still can’t stomach 2. � That’s for the big ships). � No airfields are required and the inf unit does not have to start in the same space as the transport, but it cannot have moved first in either CM or NCM. � An air transport cannot pick up from or land in a territory captured this player turn. � The rule about not having to start in the same space came about after a discussion about a german airdrop on Crete. � The drop was planned for turn 3, but the player was annoyed that he would have to wait until turn 4 to NCM an air transport there, and until turn 5 to get them back to the continent (let alone the idea that they would need to build an airbase first). � If transport ships can move move and pick up, it seemed more consistant to allow � a move-then-pickup like sea transports. � So in the Crete example, the unit is combat dropped from Greece on Turn 3, with the air transport returning to Greece. � On Turn 4, it can fly from Greece, pick up the unit on Crete and use its 2 remaining movement to land wherever. � Most interesting use so far: � A german player used 2 air transports to evacuate a hopeless situation in Norway of its 2 remaining inf in the NCM, with the transports starting and ending their turn in Denmark.

      An air transport cannot land on a carrier.

      Edit: Deleted Combat move restrictions.  They were confusing. And considering the cost and build limit of paras, they were unnecessary.

      posted in House Rules
      M
      moralecheck
    • RE: FRANCE and ANZAC COMBAT DICE - HELP us design them!

      I had one order to California arrive damaged (darn sorting machine).  Spent about 20 mins on the phone and got a cheque 4 days later.  However, it was a small amount ($10) so maybe that’s why they didn’t give me a hard time.  That was my problem parcel in 800 orders sent by Canada Post

      Also, declaring an item ‘gift’ when it is not is not something I’d suggest doing.  :wink:

      UPS is great, until they decide to charge your international buyer $20 in brokerage fees.  I ripped into a US seller just last month for shipping by UPS to me.

      Order:30
      Shipping: 20
      Tax: 5
      UPS charge to collect 5 dollars tax: 20

      Anyway my only issue was (scroll up on this page) that I asked you if a pouch was included, and you said yes.  I didn’t get one.  Kind of annoying, but not the end of the world.

      I’m sorry about the loss you took with the factory.  That’s a painful setback.  I hope things go more smoothly for you now, I look forward to your next release.

      posted in Other Axis & Allies Variants
      M
      moralecheck
    • RE: FRANCE and ANZAC COMBAT DICE - HELP us design them!

      The prices I mentioned ARE Canada Post.

      USPS hasn’t offered surface mail in years. � Canada Post’s international parcel rates for smaller parcels are much cheaper than their domestic rates, so UPS makes sense for small domestic orders, but maybe you should revisit them for international. Â

      Still not as cheap as the USPS though…

      Canada to USA small packet rates (insured):
      http://www.canadapost.ca/tools/pg/prices/SBusa-e-04.pdf

      Light packet (other letterpost) to USA:

      http://www.canadapost.ca/tools/pg/prices/SBusa-e-05.pdf
      This lets you send dice to the USA starting at $2.10 +HST.  This method is not insured though

      posted in Other Axis & Allies Variants
      M
      moralecheck
    • RE: FRANCE and ANZAC COMBAT DICE - HELP us design them!

      @FieldMarshalGames:

      If you order from FMG you have two options at checkout:

      1. UPS Expensive but you have tracking and product arrives in 2-3 days
      2. MAIL  Cheap but there is no tracking and proudct arrives in 2-6 weeks!

      It is our experience that about 5% of packages sent to Europe via mail “disapear”.  They are lost or stolen in the many postal systems they travel through.

      We ALWAYS recommend UPS but offer the Slow boat through U-boat infested waters option also.

      If your product has not arrived after 6 weeks.  Contact us and we usualy can work out a compromise.

      Air mail to europe for dice is less than $8 for small packet, air.  Takes about a week and a half.  Small packet, surface is about 2 dollars less and takes 5-6 weeks.  Neither are tracked, but both are fully insured against loss.  If the dice weigh less than 100g and are less than 2cm thick, than you can use light packet ($5).  Faster and cheaper than small packet, but not insured.

      posted in Other Axis & Allies Variants
      M
      moralecheck
    • RE: Simple things you can expect to see in my house rules.

      I’d leave out the capital ship repair rule.  It’s very hard on the axis, especially without airbases.  Let’s say a German BB at sea (ie, not in port) gets damaged on the Russian turn by fighters.  It has to move back to port and then survive UK, USA, and another round of USSR attacks before it can be repaired.

      Now let’s at the UK by comparison.  The Germans damage a UK battleship at sea on their turn.  The UK withdraws it to port.  Both the USA and USSR have a chance to move ships in with it to protect it from the Germans while it awaits repair.  The rule is very allied slanted. Airbases help a bit, it’s not a rule I’d add to a game without them.

      posted in House Rules
      M
      moralecheck
    • RE: New Gaming products soon from IWNGU.com

      Those are pretty nice!  Unfortunate that they are being released at the same time that WOTC decided green chips are worth 3, but it’s not a big deal.  I have used poker chips before in AA games as money.  It’ll be nice to have a tricked out set.

      posted in Other Axis & Allies Variants
      M
      moralecheck
    • RE: AAG40 FAQ

      If the axis have overrun Russia completely from the west, and reached the far east…yeah, Mongolia would want to keep a low profile.

      posted in Axis & Allies Global 1940
      M
      moralecheck
    • RE: Paratroopers tech

      You can jump 2 inf from any friendly Airbase per turn, but you can’t do exclusively para attacks, other land units must be present.  This prevents Russia in particular from having to do deep defenses when it can’t afford to.

      If the para is joining an amphibious assault, it cannot retreat (just like other land units). If it is not an amphibious assault, it can retreat with the rest of the attacking units.

      If you are attacking a space with AA guns, always send paras, even if it is an adjacent land territory.  AA fires at paras and you can pick your 3ipc infantry as AA hits instead of planes.  The more aibases you have, the more paras you can send.  Really frustrating for the defender.  I’m not a fan of these rules, and for a while it seemed like they mike get tweaked, but it didn’t happen.

      I’d like to see a limit applied to them per turn for each power.  Perhaps 2 per turn, per theatre.

      I hope that explanation helped.

      posted in Axis & Allies Global 1940
      M
      moralecheck
    • RE: AAG40 FAQ

      @Krieghund:

      @Vance:

      OK so now I have another question.�  Suppose it is round 2 and Russia is not at yet war on the Europe map.�  Can Japan declare war on Russia, fly bombers from an airbase in Kwangsi over Caucasus to land them in Romania, and Russia still not be at war on the Europe side?�Â

      Yes, it’s legal.  The USSR is still under the restrictions of a neutral power on the Europe map, but Japan is not.  Japan and the USSR are at war, so Japan can fly over Soviet territories.

      Well worded, sir.  Thanks for your help.

      posted in Axis & Allies Global 1940
      M
      moralecheck
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