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    Topics created by shadowhawk

    • S

      Defenceless transport rules need revision

      Axis & Allies Global 1940
      • • • shadowhawk
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      PantherP

      @shadowhawk said in Defenceless transport rules need revision:

      Currently if i got 100 transport and the enemy attacks with 1 sub, but i have an airbase and 1 fighter i can scramble. At that point i do have a unit that can shoot back so the rule does not apply and the enemy has to make 100kills with the sub.

      No. Fighter and submarine can’t hit each other - so the transports are still defenseless.

      Rulebook Europe 1940 2nd , page 20:

      “Defenseless Transports
      In a sea battle, if the defender has only transports
      remaining and the attacker still has units capable
      of attacking, the defending transports are all
      destroyed, along with their cargo. You don’t have
      to continue rolling dice until all the transports
      receive hits. This will speed up combats. This also
      occurs if the only combat units remaining can’t hit
      each other. For example, if the defender has only
      transports and submarines remaining, and the
      attacker has only air units remaining, the air units
      and submarines can’t hit each other, so the trans-
      ports are defenseless. At this point, defenseless
      transports are all destroyed, along with their cargo.

      Attacking transports are not usually considered
      defenseless, since they generally have the option
      of retreating. If they can’t retreat, they are treated
      the same as defending transports. Destroying
      defenseless transports in this way still counts as
      combat for the purpose of offshore bombardment
      and similar rules.”

      @shadowhawk said in Defenceless transport rules need revision:

      Or if i got 20AA guns and the enemy attacks with 1 mech. Do we really want to roll dies till he hits 20x a 1?

      No, as the same rulebook says on page 29:

      “If a territory containing AAA units and no combat units is attacked, the AAA units are automatically destroyed after they fire (see “Air Defense”, below), but if only air units are attacking, at least one of them must survive the Air Defense in order to destroy the AAA. AAA units may never attack.”

    • S

      How to deal with the insane russian NO

      Axis & Allies Global 1940
      • • • shadowhawk
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      S

      @ampdrive said in How to deal with the insane russian NO:

      @shadowhawk Not really true “nothing stops russia” from moving into iraq or finland.Russia needs to be at war on the Europe side.

      True they need to be @war, the moment they are at war they can take iraq ( Uk can just take north persia so they can blitzz through.

    • S

      Scamble and amfib attack

      Axis & Allies Global 1940
      • • • shadowhawk
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      vodotV

      @SuperbattleshipYamato said in Scamble and amfib attack:

      @shadowhawk

      I believe so.

      @Krieghund @Panther

      calling in the big guns :)

    • S

      [Global 1940] Changing AA in the game

      House Rules
      • global 1940 • • shadowhawk
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      S

      @shadowhawk said in [Global 1940] Changing AA in the game:

      Well atm they are free hps. After the pre-combat shots they dont do anything in the fight except take a hit. So as a defender unless its clear im winning the first hits go to the AA, they are dead weight at this point.

      When they can return fire every round against planes ( might want to keep the @1 because they target units ) then it might give the defender a reasonable choice.

      I agree. I thought when you said that you were referring to the version with your house rules, not the out of box version.

      IMO they represent flak88 batteries, a bit more specialised AA guns then the divisional version but a lot weaker then the static stuff that defends ports/airfields and the likes.

      Agreed.

    • S

      Remove autodestruct rule for transports

      Axis & Allies Global 1940
      • • • shadowhawk
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      S

      @SuperbattleshipYamato said in Remove autodestruct rule for transports:

      @shadowhawk

      The thing is, those scenarios are far more unlikely than having defenseless transports, so if you’re playing with new players you’ll have to explain the “infinite dice” rule far more frequently than those stupid fake loopholes, which means the same amount of time is lost. I personally have only experienced those two scenarios you described maybe 10 times (probably less) in the 50-100 games I’ve played in my life (of all variants!)

      If you have to explain someone that if there is only 1 side throwing dice they will win then you should not play those persons to begin with.

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