Huh? :o
Posts made by Rommel34
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RE: I need the GERMANY REFERENCE CHART!!!! HELP!!!!posted in Axis & Allies Europe
Owch, thats a tough one. Sorry can’t help you there :cry:
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RE: Ppl refusing to balance the gameposted in Axis & Allies Classic
i think most veterans play RR, but newbies play regular. Simply because they are unexpirenced and the game is balanced due to that. They have not perfected maximum economy use and arn’t sure what to buy. The Axis newbies just buy a ton of tanks and kill the Russian player who bought an AC :lol: . But when you get better you use the newer rules. I think most of us do anyway.
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RE: Paratroopersposted in Other Axis & Allies Variants
The rules in the Computer game say 1 per plane. But I don’t know if the infantry should be shot down. It all depends on when the plane dropped the troops. Here’s what I think:
If the plane is hit by an AA BEFORE it reaches the territory (i.e. hit by the
AA in WEur while going to Germany) The trooper is lost.If the plane is hit IN the territory, then the inf still invades but the plane is lost. Losing the plane to attack with 1 inf is bad enough.
But, then agaain, I play that AAs can attack paratrooping inf and I spit the two up when it gets over the territory. So if you have a bmb and an inf paratrooping into Germany, then the AA gets 2 shots: one at the bmb and one at the inf. I mean, he’s in the air right? You still get to pick casualties…of corse.
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RE: Invading Indiaposted in Axis & Allies Pacific
No, one of the capitals makes you win. They stated that you can win by capturing The United States of America, Austriala, or India. They listed them, not stated that both were needed. The only Capital that doesn’t make you win is Schezwan.
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RE: Low Framerateposted in Axis & Allies Classic
I had that problem too, I found that if you turn on “quick AI” it reduces the lag serverly. It reduced mine to nothing =).
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RE: Favourite version of the game?posted in Axis & Allies Classic
I’ve played all of them and they all rule. But I like the Original better simply because it’s a 2 on 3 as opposed to the one vs all as the others. The theater versions focus greatly on one aspect or the other, but the world does both.
I also just wanna say for the record that the naval battle in the original is usally quite good despite the feelings of most. The pacific battles are long and interesting, especially if the UK goes island hopping. Island hopping (IC in Australia) helps! It can cut Japan’s income down by about 8 and causes Japan to use resourses on the naval battle, taking away from their land push. I think it helps and makes the Pacific interesting.
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RE: Convoy routesposted in Axis & Allies Pacific
You just gotta move it in on the combat phase. It’s like taking an empty enemy terrotory.
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RE: A really basic query frm first time userposted in Axis & Allies Classic
Nope, second move an have whatever on the territory, so long as the first is empty. The second territoy can even be your own. Ex. You can blitz an armor from Italian East Africa (owned by you) to Kenya, then back to East Africa. Also, if you blitz into a neutral make sure you got your 3 IPCs :roll: And I don’t think you can blitz through a neutral (it can’t be your first territory). And yes you do own both the territories now (assuming you won the combat if there was any, but even if you lost you still ge tthe first one). That help?
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RE: National production chart and NCM'sposted in Axis & Allies Pacific
O you mean National Control markers :o ! Yes, they go on the territoires you occupy, or control. So, if you’re japan, and you take Burma, then you put the little Rising Sun on the terriotory to show its now yours. So if you leave the country everyone remebers its still yours.
Also, there is no limit to IPC income. Just place one marker on 80 and the other on the 1, and add the 2. So USA’s income would be 81 in that case.
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RE: Rulequestion:canalblitzingposted in Axis & Allies Classic
But when you delcare an amphibious, and there are enemy ships in the water, you can still take out the ships in a sea battle then land. It says so in the rules. If the Sea battle fails the amph assult fails, so could the same rules apply to this too? You can attack Syr, and if it fails, you don’t go throught but if it doesn’t you can?
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RE: Best Sport to Watch on TVposted in General Discussion
Hockey rules. Baseball rules on radio. I agree with everything you say.
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Scenario editor for Iron Blitz?posted in Axis & Allies Classic
Where is the Scenario editor? Is there one? How do I get to it?
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Russian Winterposted in House Rules
Anyone notice that the Russian Winter is not acurately portraed in this? I’ve got an idea for a new rule based one it:
Every other turn, ground forces defending in a Soviet (or former Soviet) territory gain a +1 to all defending rolls. i.e. inf now defend at a 3 or less. This is to represent the other forces weakness during the winter months. I would lower the attacker’s attacking roll, but then inf would attack at a 0 or less? That doesn’t work. The Ukrane SSR is included in this rule. This rule can ONLY be used with RR and biding.
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RE: DICEY for A&A Europe??posted in Axis & Allies Europe
You mean the Dicey for AAEMC? Yeah it works, but you cant use it unless your a member of the club (I am so I get all thoes spam messages they send you twice). You could always sign up though.
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RE: Post WW2 w/ some twists and stuffposted in Other Axis & Allies Variants
Canada is neutral simply becuase giving it to NATO makes NATO stronger then the US, and that wont work. Keeping it minor makes them too strong, so they are neutral for gamesake purposes.
Did your signature quote really happen? That’s scary…
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Post WW2 w/ some twists and stuffposted in Other Axis & Allies Variants
Ok, here is a game i have been expiramenting w/. I dont’ have all the initial placement but here are the forces:
USA: -Sinkang
-China
-Brazil
+JapanUSSR: +East Europe
+Ukrane SSR
+East Germany (rule I will explain later)NATO (Former Germany): -East Europe
-Ukrane SSR
+West Germany
+Turkey (2IPCs)
+UK
-Algeria
-Lybia
*Capital in West EuropeSPATO South Pacific Alliance Treaty Organization (Former Japan):
-Japan
+China
+Sinkang
*Capital in ChinaMinor Alliances Opec/OAS/UAN/Oceana (Former UK):
+Brazil
+Venevuala (1IPC)
+Peru
+Argentina (1IPC)
-Canadas (now neutral)
*Brazil is OAS Capital
*South Africa is capital of UAN
*Australia is capital of OceaniaSpecial Rules: East Germany - A soviet control marker is placed in the upper right corner of Germany. The Terriotory of Germany is West Germany and is concidered NATO for placing and liberating purposes. However, as long as the Soviet chip is there, the USSR recives 3 of the 10 IPCs for Germany. This represents East Germany. If the Soviets deside to attack West Germany or Nato attacks East Germany, the Soviet units from East Europe are chosen by the Soviet player and used to defend or attack. If both EEurope and EGermany are attacked, the Soviet player may split his forces to defend both or all defend EEurope. He may not chose to all defend EGermany because if EEurope falls so does EGermany. Once East or West Germany falls, Germany is one territory worth 10 for the rest of the game regardless of who takes it or retakes it. Unified Germany is a NATO home country.
Minor Tributes - Sence many of the minor nations played by player 5 (minor alliances) belong to many of the Larger alliances, the minor powers may pay any amount of IPCs to any larger nation on phase one (delcaring).
Seperate Capitals (for minor nations) - Sence the alliances of the minor powers have separate capitals (Brazil, South Africa, and Austraila) these are treated as 3 seperate capitals. If one is taken, 1/3 of the money owned by the minor player is given to the occupier (round up), everything else functions normally. Only if all 3 capitals are taken is the minor player defeated.
Nuclear technology - (ICBMS) industrial tech, rockets, and jet power are needed for this tech. Launch from one of your AA guns w/ a range of 3. Pay 5 IPCs. The terriory hit loses all units and becomes neutral for one turn, untill rejoing the former alliance or power it was in. The owner of the terriotry suffers a SBR w/ 5 dice.
(Nuclear subs) industrial tech, rockets, jet power, and super subs are needed for this tech. Launch from one of your subs with a range of 4. Pay 15 IPCs. The territory hit losses the any ICs on it, along with all units. Territory remains in power’s hands and retains value.
(Sudo-Nuclear weapon) All techs are needed for this tech. Run an SBR. Pay 17 IPCs. Everything on the territory is lost. The territories value is now 0 and is neutral/impassable. If it was a capital, the player was was bombed losses all IPCs and picks a new capital (unless minor). Roll D6. If a 6 is rolled, the bomber conducting the SBR is lost. The player being bombed losses 8 dice in an SBR.