Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. Muscleape
    3. Topics
    • Profile
    • Following 0
    • Followers 0
    • Topics 14
    • Posts 49
    • Best 0
    • Controversial 0
    • Groups 0

    Topics created by Muscleape

    • MuscleapeM

      Is Pacific 1940 second edition out of print?

      Marketplace
      • • • Muscleape
      6
      0
      Votes
      6
      Posts
      2.3k
      Views

      8

      Amazon currently has Axis and Allies Pacific 1940 2nd edition for $48 in case anyone is looking for a copy.

      edit: now down to $44

      Back up to $55 now

    • MuscleapeM

      1942 Game in Progress

      Axis & Allies 1942 2nd Edition
      • • • Muscleape
      3
      0
      Votes
      3
      Posts
      1.3k
      Views

      D

      Good video along with the turn 1 video in HJ’s thread. One thing I do have to comment on is there must be some horrible, horrible rolls for the Germans in turn 1. Getting Egypt in turn 1 is usually dicey so not getting it is possible, I tend to take Trans-Jordan to make blocking  the canal a sure thing. But not getting Karelia is a definate blow to the Axis, especially with the 2 Russian Fighters there waiting to be picked off. When I play as Germany I love it when Russia packs Karelia at the end of their turn with Tanks and especially their Fighters. At least the Axis got into the precious Russian Tanks though. Also Japan taking their SZ 37 fleet into a blocked Suez Canal was a move I never seen before, but might be deadly for them as it seems USA is going all out Pacific in this one. As it stands with USA looking to dominate the Pacific and UK having an Atlantic fleet at the end of turn 2 with no US help, looks like an Allied victory is almost certain.

      Good videos though, looking forward to seeing how it plays out.

    • MuscleapeM

      Game 4 Finished Uploaded to You Tube

      Axis & Allies 1914
      • • • Muscleape
      18
      0
      Votes
      18
      Posts
      5.7k
      Views

      C

      Has anyone else tried a French tactic of (F1) A. Taking Spanish Morocco, B. Mobilizing Portugal and consolidating the transport fleet; (F2) Borrowing the mobilized Portuguese to swing down to SZ 23/ Togoland with a significant force; (F3) Move French transports back towards Canada and using the French African Task Force to Gain IPCs for France and to eliminate the Germans in Africa?

    • MuscleapeM

      Longest Game Ever.

      Axis & Allies 1914
      • • • Muscleape
      11
      0
      Votes
      11
      Posts
      8.5k
      Views

      Dukla passerD

      Like was the reality back then……

    • MuscleapeM

      IC question

      Axis & Allies 1942 2nd Edition
      • • • Muscleape
      2
      0
      Votes
      2
      Posts
      1.9k
      Views

      MarineIguanaM

      Yes

    • MuscleapeM

      Looking for players in Berks or Mongomery county PA

      Player Locator
      • • • Muscleape
      1
      0
      Votes
      1
      Posts
      780
      Views

      MuscleapeM

      I am looking for players in the Berks and Montgomery Counties of PA.

    • MuscleapeM

      Research and Technology

      Axis & Allies 1914
      • • • Muscleape
      4
      0
      Votes
      4
      Posts
      2.0k
      Views

      ozteaO

      Maybe try and cut this down to 12 techs. 3 per year. rolls of 1/2 3/4 5/6 for the techs. Or have the chart be

      Get tech #1 Get tech #2 Get tech #3
      4-6) Get any 1914 tech (your choice)
    • MuscleapeM

      Reduced cost for tanks?

      House Rules
      • • • Muscleape
      13
      0
      Votes
      13
      Posts
      6.3k
      Views

      ozteaO

      Oh look, a WWI tanks thread where people show up and start posting about WWII tank houserules.

      Imperious Leaders draconian house rule policy has ruined WWI house ruling.

    • MuscleapeM

      FYI: Playing Pieces

      Axis & Allies 1914
      • • • Muscleape
      4
      0
      Votes
      4
      Posts
      1.5k
      Views

      CowC

      I did not even know you could get additional chips or playing pieces other than from third parties @_@.

    • MuscleapeM

      FIrst Game / First Impression

      Axis & Allies 1914
      • • • Muscleape
      7
      0
      Votes
      7
      Posts
      4.8k
      Views

      MuscleapeM

      I envisioned calvary working like this.

      Attack at a 2
      Move at a 2
      Defend at a 3 (If on a territory containing defending infantry)
      Defend at a 2 otherwise.

      Cavalry played a minor role during the entire war. (Lawrence of Arabia for example)

      Cavalry would have one other feature. They alone would be able to leave a contested zone and attack an empty adjacent enemy controlled territory.

      By turn 4 they would no longer allowed to be built.

      I do agree the game is great as is.

    • MuscleapeM

      Axis and Allies 1942 Second Edition vs the Original Game (1989)

      Axis & Allies 1942 2nd Edition
      • • • Muscleape
      2
      0
      Votes
      2
      Posts
      1.6k
      Views

      G

      It’s not always needed but if that is the outcome of your group games I would set up a allied bid system it could help

    • MuscleapeM

      Naval Casualties Part 2

      Axis & Allies 1942 2nd Edition
      • • • Muscleape
      2
      0
      Votes
      2
      Posts
      1.0k
      Views

      KrieghundK

      Yes.  Multi-national forces always defend together.

    • MuscleapeM

      Taking naval casualties

      Axis & Allies 1942 2nd Edition
      • • • Muscleape
      4
      0
      Votes
      4
      Posts
      1.4k
      Views

      Black_ElkB

      Yes, provided the fighters have a place to land when the attack is made, you can choose the carrier as a casualty before the fighters. Though in either case, whether you win or lose, if the surviving fighters don’t have a place to land after combat, they will crash into the sea. The important point is that when combat begins all combatant fighters must have a viable place to land. The ability to move fighters off territories to land on carriers, or off carriers to land on territories, may allow you to bring more fighters into the battle than the carriers alone would seem to allow, this is called maxing movement, but you can’t suicide or kamikaze fighters outright. In other words, you have to have a place for them to go at the start of the attack, but not necessarily once the attack is underway and you are actually taking fire. There is some flexibility in choosing casualties, once combat begins… so if you know it is an all or nothing flight, it may make sense to choose the carrier before the fighters.

      There is one situation where choosing the carrier first can be crushing though, if you are defending, and the attacker retreats after a strafe, if your fighters have no carrier or territory to land on they will crash into the sea at no cost to the attacker.

      On the older boards there were mechanisms like counters to track the exact  movement left for individual aircraft. But I think on these latest boards, the attacker is just assumed to always take casualties on the fighters with the least movements first. For the defending carrier based fighter it doesn’t matter, if the deck is destoyed they have to land in a territory adjacent to the sz where the combat took place. Otherwise they crash

    • MuscleapeM

      Do you have to control Gibraltar and Morocco to enter the Med?

      Axis & Allies 1942 2nd Edition
      • • • Muscleape
      6
      0
      Votes
      6
      Posts
      3.5k
      Views

      W

      That is right.
      Nice story. I started in 87 at university. I own most games. There are some here who hav every game(and doubles).
      Glad you are enjoying it still. 1940 next….

    • 1 / 1