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    Topics created by OneShot187

    • OneShot187O

      AAMC dot net

      Website/Forum Discussion
      • • • OneShot187
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      ?

      They are not integrated.  Both sites/groups are 100% independent (but of course most of the A&A sites share a lot of the same members)

    • OneShot187O

      Mobilizing New Units - CV/Fig

      Player Help
      • • • OneShot187
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      OneShot187O

      Cool.  Thanks for everyone’s help with this topic!

    • OneShot187O

      IPM Dead in AaA:Revised?

      Axis & Allies Revised Edition
      • • • OneShot187
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      JenniferJ

      Oh, we pretty much had one.  It was based on most common out comes with Germany holding Egypt and Caucasus, Japan in China and India.

      Of course we based ours off a Restricted Russia so the combined Kwang-Bang was moot.

    • OneShot187O

      Game Map Needed

      Axis & Allies Revised Edition
      • • • OneShot187
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      OneShot187O

      THANKS!

    • OneShot187O

      Violating Neutrality

      Axis & Allies Classic
      • • • OneShot187
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      D

      This isn’t so crazy but I think it would work best in lieu of fleet purchases and not with them.  I’d say one should either commit almost completely to a naval approach to supplying guys or an IC approach, and one can start building ICs on Japan1.  If for example Japan builds an IC in Manchuria on turn 1 they are no worse off than if they bought 2transports and 3inf since on turn 2 Japan will have moved a total of 10inf arm to Asia or will have moved and built 11inf into Asia.  Turn 2 you can build a factory in FIC or Manch depending on where you built one on turn1 and turn 3 in India.  From there you would want to probably wait and a little and build some in either Sinkiang, Yakut or China as a less desirable option.  Japan should be able to crank out 13+inf which is where they normally would be, but also don’t have to worry about the lag between Tokyo and the front and don’t have to invest 40ipcs in boats.  While 4 factories would cost 60ipcs it should be remembered that 7trns don’t actually achieve full mobilization which is very hard for Japan to do with a naval approach.

      Downsides of this are as follows…First since India becomes necessary to produce and will build guys it also becomes a nice target and its not too hard for the allies to slip guys into Persia so this with armor in Syria/Cauc can threaten to take it or strafe it, and since you’ve invested heavily in India you can’t afford either.  Secondly, as alluded to it does cost a little more, but this comes with the gain of quicker mobilization.  Also this approach necessitates that you leave these factories vulnerable to SBRs since you are building so many that it will be cost prohibative to cover all with AA guns.  On the flip side the free SBRs will be tempting for the Allies and will reduce pressure on Germany which is what most say a good Japan strat will do.

      Upsides as follows…Quicker mobilization=more pressure on Russia, as well as double stacking infantry and armor.  Usually with Japan under such aproach I only build infantry for a few turns say up until turn 4 and then switch to all armor.  This means units build on turn 4 would move to pressure Novo on the front while the build is placed into FIC/Manch,India.  If you have factories in Yakut or Sink they can build guys and depending on how many transports Japan has you can dump 2-3 armor from Tokyo.  In otherwords this allows you to take and hold Novo while creating and maintaining longterm pressure on Russia, even without a lot of fresh infantry purchases.  Ultimately with this approach the game can be forced into a battle over Karelia/Russia, and the Allies must keep all their troops here while still risking getting hit too hard in a strafe of either.  Should one happen then the Axis can take Moscow whether it is by Germany or Japan.

    • OneShot187O

      Where Did You Get Your Board Game?

      Axis & Allies Revised Edition
      • • • OneShot187
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      jsp4563J

      Now that you have the Revised game you’re probably going to want to toss the Operating Manual (or at least bury it at the bottom of the box  :wink: ).  Replace it with the latest LHTR (v1.3 i think)  here’s the link to a pdf version:

      http://www.geocities.com/headlesshorseman2/LHTRupdatedmay2006.pdf

      Have fun!

      p.s. looking forward to our first game

    • OneShot187O

      Fighter from Phillipines to Hawaiian Seazone

      Axis & Allies Classic
      • • • OneShot187
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      Landing on an island from a sea zone requires movement of 1 space.  Landing on the coast from the sea zone adjacent is a move of 1.  Landing on a carrier in the same sea zone is a move of ZERO.

      Also, you are NOT required to keep the AC alive during the battle until after the FIGs are dead.  You are required to have a place to land your FIGs at the START of battle.  If that landing zone gets sunk during the battle, the FIGs can fight on until the bitter end, and then they go “SPLASH!” into the ocean, unless they have enough movement left to get them to another LZ.

    • OneShot187O

      Western Canada to Western Europe

      Axis & Allies Classic
      • • • OneShot187
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      D

      Rules:

      http://www.dicey.net/nuke/modules.php?name=Downloads&d_op=viewdownload&cid=4

      Here’s a list of FAQs.  Some are specific to that Club, but they have a list for 2nd Edition stuff, like Trans, Amphib Assualts, etc.

      http://www.dicey.net/nuke/modules.php?name=FAQ

    • OneShot187O

      Axis & Allies VS Axis & Allies Revised

      General Discussion
      • • • OneShot187
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      ?

      The discussions for that version are under “Axis and Allies”, and covers both the ORIGINAL version, 2nd Edition (that you have) and 3rd Edition (with rule modifications from the 1998 Hasbro CD)

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