Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. OutsideLime
    3. Posts
    • Profile
    • Following 0
    • Followers 0
    • Topics 8
    • Posts 196
    • Best 0
    • Controversial 0
    • Groups 0

    Posts made by OutsideLime

    • RE: A little trouble with air units

      we have been playing that infantry, armor, artillery and other ground units cannot shoot down any air units, they can only combat other ground units. my original question would be to question whether this is correct or not, and how to fix it.  can infantry attack a terr. containing only airunits? can they roll defense against only air units? are there any spec.'s on which units can or cant hit which other ones

      That is incorrect.  See my above post.  Fix it by allowing units to hit what they are allowed to hit.

      (if fighters combat a country with other planes and infantry do you roll for air units 1st? or all at the same , then can he can choose infantry as cushion for my fire as opposed to taking out the planes?)

      Yup.  Defender always chooses the casualties, so will likely choose to sacrifice Infantry instead of his more valuable planes.  Attacker rolls all of his attack dice and counts total number of hits, then the defender can choose how to disperse those hits amongst his defending units.

      another question about air units. when counting movement in regards to coastal territories: when leaving or landing on a coastal territory do you count the sea zone outside of the country as part of the country itself, in that you only have to reach that sea zone to land safley on the shore?

      The sea-zone and the territory are separate areas.  Every time you cross a line between a territory/seazone and another territory/seazone, it uses up 1 point of a plane’s movement point allowance.  Your fighter must be in a territory to land in it, not next to it.

      ~Josh

      posted in Axis & Allies Revised Edition
      OutsideLimeO
      OutsideLime
    • RE: A little trouble with air units

      All land units can hit any enemy land* or air unit, but never sea units.

      All air units can hit any enemy unit.*

      All sea units except for Submarines can hit any enemy sea or air unit.

      Submarines can only hit enemy sea units.

      Battleships can conduct a special Shore Bombardment during an Amphibious Assault to hit enemy land units.

      *AA Guns and Industrial Complexes, though classified as “land units”, cannot be hit by any unit during normal combat.  See Strategic Bombing Raid (SBR) to learn how an Industrial Complex can be attacked.

      ~Josh

      posted in Axis & Allies Revised Edition
      OutsideLimeO
      OutsideLime
    • RE: Do Anti-Aircraft move and can you have more than one in a territory?

      Oh.  Those aren’t really reasons to have more than one AA in a territory.  Those are more like situations where you might have more than one AA in a territory.  I thought you were going to spring the secret strat of the century on us.

      ~Josh

      posted in Axis & Allies Revised Edition
      OutsideLimeO
      OutsideLime
    • RE: List of standard acronyms…noob confused by IPC, IC, FIG, KJF, etc...

      You missed one key abbreviation:

      GRL = Greenland.  For all the millions of times it’s mentioned in strategic articles.

      ~Josh

      posted in Player Help
      OutsideLimeO
      OutsideLime
    • RE: A&A Jargon - Colloquialisms

      @ncscswitch:

      Because it attacks as a 7, and defends as an 11 :-P

      Ding ding ding ding ding!  We have a winner!  The old 7-11!

      ~Josh

      posted in Axis & Allies Revised Edition
      OutsideLimeO
      OutsideLime
    • RE: Do Anti-Aircraft move and can you have more than one in a territory?

      … and those reasons are…

      posted in Axis & Allies Revised Edition
      OutsideLimeO
      OutsideLime
    • RE: A&A Jargon - Colloquialisms

      Browsing through old thread topics, found this one and realized I have an addition…

      We call a Carrier with 2 Fighters on it a Kwik-E-Mart.  Bonus points for whoever can figure out why.

      ~Josh

      posted in Axis & Allies Revised Edition
      OutsideLimeO
      OutsideLime
    • RE: How soon do you buy another industrial complex?

      A lot of people don’t advise Complex builds for any nation other than Japan (and that one is typically on the mainland in order to speed up the tank rush to Moscow) but I personally enjoy playing them much more than that.

      Added ICs on the board change the focus and flow of things, shatter existing set strategies, and provide new and unusual paths for units to arrive at the front.  On the downside, they also cost alot, are vulnerable to “free” bombing until you can man them with an AA gun, produce less than your starting Complexes (generally), and will come back to haunt you if your enemy takes them over and starts pumping out units.

      That being said, with UK I’ve built complexes in India, Australia, South Africa, Anglo-Egypt, and a captured Norway with varying degrees of success.  India and Norway seem to be the most stable of those.  Egypt is fun but extrmely difficult to hold and you won’t get many units out of it - you almost need to put one in South Africa first, then build the Egypt one once you’ve got a flow of troops heading north to protect it.

      Australia is a bit weak but if you condense the Indian/Australian fleets you can protect it OK and generate a decent island-hopping force - Japan will be big trouble for you but you will certainly garner some of their attention, which is good for Russia and the US.

      Schedule?  As soon as the situation and the economy alow it.  I’ll put one in India UK1 or UK2, and the Norway one as soon as I’ve captured it and am sure that Germany won’t immediately take it back.

      ~Josh

      posted in Axis & Allies Revised Edition
      OutsideLimeO
      OutsideLime
    • RE: Fgt movement & landing question

      @rjclayton:

      By definition, everyone  :-P

      LOL!

      ~Josh

      PS - I agree with everyone.  During Combat Movement you have to prove that every Fighter moving into combat has a safe place to land based on the assumption that all Fighters and Carriers will survive their combats and allowing for potential Carrier movement during the Noncombat Move phase.  During Noncombat, Carriers only have to move as planned if it is necessary to do so to provide a landing spot for Fighters that would have no place to land if they didn’t; otherwise they may sail where they like or not at all.

      One step closer to unanimous.   :-D  Only 4470 members left to chime in.

      posted in Axis & Allies Revised Edition
      OutsideLimeO
      OutsideLime
    • RE: Speed Game

      Yeah, 10 minutes is too long… we’re going for a “speed game” here, remember.    :wink:

      ~Josh

      posted in Axis & Allies Revised Edition
      OutsideLimeO
      OutsideLime
    • RE: Destroyer on G1

      I think the purpose of NAs is to inject a little variety into the game.  NAs allows the player who has them to adopt strategies to use them affectively, and forces the opposing player to develop strategies to counter them.  I find that they make each game fresh and fun as players explore various combinations and discover what works well, and the offbeat tactics that can result.

      ~Josh

      posted in Axis & Allies Revised Edition
      OutsideLimeO
      OutsideLime
    • Speed Game

      Hi guys,

      Prompted by a comment of frimmel’s in another thread, thought I’d launch the topic…

      A friendly opponent and I are staging a test of a 2-player speed game this weekend.  The basic concept is this (and I’m sure it will require a bit of balancing):

      Get a timer that can be started and paused/unpaused, and that shows minutes/seconds.  At the start of your turn, start the timer.  Let it run while you Research Technology, Purchase Units, and Combat Move.  Pause during Combat.  Unpause for Noncombat Movement and Mobilization.  Once you’ve placed your last unit, stop the timer.

      Collect your income, but observe this new rule:  If your overall time breaks three minutes, your opponent gets 1 IPC from the collecting nation’s income to immediately add to any of his nations’ cash stockpiles.  For every additional 30 seconds over 3 minutes, he gets an additional IPC.  He can split up these bonus IPC among his nations however he wants, but he must assign them immediately.

      exception:  Russia gets four minutes to start, since you’re coming right off the US turn and haven’t had time to think about it.

      Reset the timer and repeat the process for every turn.  I think this will be a fairly strong motivation to get those turns done quickly, no?

      What do you think?

      ~Josh

      posted in Axis & Allies Revised Edition
      OutsideLimeO
      OutsideLime
    • RE: Request for new child forum for rule clarifications

      Also, people will post their questions anyway.  Many people do not bother to try and look up the answers to their questions before asking them.

      Although, I do like the idea of a unit-by-unit FAQ.

      ~Josh

      posted in Axis & Allies Revised Edition
      OutsideLimeO
      OutsideLime
    • RE: Questions about rules

      Subs: Can air units attack a sub or does the sub have the right to refuse combat?  It seems to me that the only way for air units to attack a sub is in conjunction with a destroyer who can prevent the sub from submerging.  That said, can a sub defend and kill an air unit?

      Air units can always attack subs within their flight range and do not need destroyer support to detect them.  Subs cannot shoot back at planes; their only hope is to survive the first cycle of attacking fire from the aircraft and then submerge, or count on accompanying surface ships to shoot down the planes.

      Armor: Can tanks who attack one space and fight enemy troops and win can then use their second movement point to retreat?

      No.  Once tanks encounter Combat (moving into an enemy-controlled space that contains either an AA Gun or an Industrial Complex counts as combat, btw), they must stop moving.  If your tank travels one space into a totally empty enemy-controlled space, the tank captures it and then has the option to blitz into either an adjacent enemy-controlled space to fight enemy units or capture the space if it is also unoccupied (during the Combat Move), or into an adjacent friendly space (during the Noncombat Move.)

      Transport: To do an amphibious assault do the troops need to be loaded onto the transport the previous non-combat movement phase?   Also, how does that work?

      You can load forces and use them to conduct an amphibious assault in the same Combat Move.Â

      If forces from Britain attack Western Europe, do the forces on the transport fight or do they need the beaches cleared by air power or another force?

      Â

      The forces coming off the transport fight.  They do not need an “advance force” to clear the beaches for them.  They are the beach-clearing force.

      Also, when moving air power one counts the sea area as a space and then the island as a space, do transports?  I.e., can a transport from Japan reach Alaska in one turn with a movement of two?

      Yes.  You don’t count land territories when moving ships.  Transports load or unload friendly units from/into land territories adjacent to the sea zones they occupy.

      ~Josh

      posted in Axis & Allies Revised Edition
      OutsideLimeO
      OutsideLime
    • RE: Destroyer on G1

      A US player could definitely put together a good plan with Rockets if it happened to get the tech.  Algeria hits Southern Europe.  Norway hits Berlin.  Both territories are commonly taken and easily held by the US player, so it wouldn’t be too tough to get an AA into either and start raining down the shells.  Actually it would be devastating for Germany if the US got AA into both.  That’s a lot of German IPCs down the drain with nowhere near the loss that setting up and running an effective SBR campaign would take.

      ~Josh

      PS - Not that I’d ever pick that as USA’s first tech to research, or second, or third.  But if I was assigned it randomly……

      posted in Axis & Allies Revised Edition
      OutsideLimeO
      OutsideLime
    • RE: Destroyer and sub situation

      A Sub can sneak through a hostile seazone to the seazone beyond, but NOT if there are enemy Destroyers in the zone you want to sneak through.

      Subs can use their sneak during Combat Movement (to attack the seazone beyond), or during Noncombat Movement, as long as the seazone beyond is friendly or unoccupied.

      ~Josh

      posted in Axis & Allies Revised Edition
      OutsideLimeO
      OutsideLime
    • RE: UK units on US transport allowed to make combat moves?

      Yes they can.  Infantry can unload from a transport (their own or an ally’s) on their own turn, whether into a friendly territory, or as an amphibious assault into an occupied or unoccupied hostile territory.

      ~Josh

      posted in Axis & Allies Revised Edition
      OutsideLimeO
      OutsideLime
    • RE: Ice-skating in Calcutta

      Yeah, I know.  Russian Troops only, as I deferred above.  In my rulebook we have written in “in Red territories only.”  The idea of Russian Winter just doesn’t seem to apply when the Russian Infantry is in India or somewhere non-wintry.

      However, you could hold on to the NA with its exact functional rules if you changed the name of it to “Propaganda Campaign” …

      ‘Once during the game in your collect income phase, you can declare a Propaganda Campaign.  Until the end of your next turn, your infantry defend on a 3.’

      That would work, and could be argued to affect Russian Infantry no matter where they are located.

      ~Josh

      posted in Axis & Allies Revised Edition
      OutsideLimeO
      OutsideLime
    • RE: Destroyer on G1

      :roll:

      posted in Axis & Allies Revised Edition
      OutsideLimeO
      OutsideLime
    • RE: Quick question

      Otherwise, I would make the arguement that Transports should have a defense of “1”.

      Transports do have a defense of “1”.

      ~Josh

      posted in Axis & Allies Revised Edition
      OutsideLimeO
      OutsideLime
    • 1 / 1