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    Posts made by SilverAngelSurfer

    • RE: WC12: G40, Rd1 Qualifier, Ol'Blood&Guts (Axis+6) vs. SAS (Allies)

      Lost Sia - B: none - J: 2 inf

      Results:
      Alx twlo 2 inf; 2 art, 2 ftr, 1 tac remain
      Ksi walk-in; 1 inf remains
      Sia twol; 3 inf, 2 ftr, 1 tac remain

      Non-Combat Move:
      2 ftr, 1 tac (Alx > Egy)
      2 inf (Rho > Con)
      1 mec, 1 tnk (Eth > Sud > Egy)
      1 inf (EPr > CPr)
      1 des, 1 trn (z76 > z80)
      11 inf, 1 art, 2 AA (Eng > Sco)
      2 ftr (Eng AB > z109 > z119 > z123 > Ice)
      1 bmr (Qub > z121 > z122 > z123 > Ice)
      1 trn, 1 des (z106 NB > z117 > z123)
      1 inf, 1 tnk (Qub > trn z106 > Ice)
      1 des (z44 > z35)
      1 crs (z43 > z42 > z41)
      1 bat (z37 > z41)
      1 trn (z44 > z42 > z41)
      1 inf (Cel > trn z44 > Sum)
      1 inf (Shn > FIC)
      1 inf (Shn > Yun)
      5 inf, 1 art, 2 AA (Bur > Yun)
      1 mec (Ind > Bur > Yun)
      3 inf, 1 art (Ind > Bur)
      2 ftr, 1 tac (Sia > Shn > Bur)

      Placement:
      London
      8 inf (England)

      Calcutta
      5 inf, 1 AA (India)

      Collect:
      London
      31 (territories)
      0 (NOs)
      31 IPCs total

      Calcutta
      25 (territories)
      5 (NOs)
      30 IPCs total

      WC12_G40_OBG_vs._SAS_02fB.AAM

      posted in Tournaments
      SilverAngelSurferS
      SilverAngelSurfer
    • RE: WC12: G40, Rd1 Qualifier, Ol'Blood&Guts (Axis+6) vs. SAS (Allies)

      Lost Alx - B: 2 inf - I: 3 inf, 1 art, 1 mec

      Siam Round 1

      A: 3 inf, 2 ftr, 1 tac
      DiceRolls: 3@1 2@3 1@4; Total Hits: 23@1: (3, 2, 6)2@3: (1, 5)1@4: (2)

      D: 2 inf
      DiceRolls: 2@2; Total Hits: 02@2: (4, 5)

      posted in Tournaments
      SilverAngelSurferS
      SilverAngelSurfer
    • RE: WC12: G40, Rd1 Qualifier, Ol'Blood&Guts (Axis+6) vs. SAS (Allies)

      Lost Alx - B: 2 inf - I: 3 inf

      Alexandria Round 2

      A: 2 art, 2 ftr, 1 tac
      DiceRolls: 2@2 2@3 1@4; Total Hits: 32@2: (1, 5)2@3: (2, 2)1@4: (5)

      D: 1 art, 1 mec
      DiceRolls: 2@2; Total Hits: 02@2: (4, 4)

      posted in Tournaments
      SilverAngelSurferS
      SilverAngelSurfer
    • RE: WC12: G40, Rd1 Qualifier, Ol'Blood&Guts (Axis+6) vs. SAS (Allies)

      Alexandria Round 1

      A: 2 inf, 2 art, 2 ftr, 1 tac
      DiceRolls: 4@2 2@3 1@4; Total Hits: 34@2: (2, 4, 1, 2)2@3: (4, 4)1@4: (6)

      D: 3 inf, 1 art, 1 mec
      DiceRolls: 5@2; Total Hits: 25@2: (6, 4, 2, 1, 5)

      posted in Tournaments
      SilverAngelSurferS
      SilverAngelSurfer
    • RE: WC12: G40, Rd1 Qualifier, Ol'Blood&Guts (Axis+6) vs. SAS (Allies)

      Sorry for the late UK move, I was just confused by the Alpha 3 thread as to whether I had to repair all your damage to build in London or if I could repair part of it.  Had to wait for a ruling…

      UK 2

      Declaration of war on Japan

      Production:
      London
      34 IPCs
      10 repairs, 8 inf
      34 - 10 - 24 = 0 saved

      Calcutta
      20 IPCs
      5 inf, 1 AA
      20 - 15 - 5 = 0 saved

      Combat Move:
      Alexandria (I: 3 inf, 1 art, 1 mec)
      2 inf, 2 art, 1 ftr, 1 tac (Egy > Alx)
      1 ftr (Mlt > z96 > Tob > Alx)

      Kiangsi (J: empty)
      1 inf (Hon > Ksi)

      Siam (J: 2 inf)
      3 inf (Shn > Sia)
      2 ftr, 1 tac (Ind AB > Bur > Shn > Sia)

      posted in Tournaments
      SilverAngelSurferS
      SilverAngelSurfer
    • RE: AA.Org Official Alpha 3 Thread

      @Cmdr:

      I believe the change to all off or all on (any damage = no use) was never implemented.

      So the rule is still the same as AA50 and AA42 with damage decreases production?  So a major IC with 2 damage can still produce 8 units without repairs, correct?

      posted in Axis & Allies Global 1940
      SilverAngelSurferS
      SilverAngelSurfer
    • RE: AAG40 FAQ

      @Cmdr:

      @Larry:

      The target is considered inoperable if it receives any hits. It can be repaired by paying 1 IPC for the removal of each chip. This is done during the players next Purchase & Repair phase 1.
      The maximum damage a major IC can receive is 20 damage markers. Minor ICs and bases can’t receive more than 6 damage markers each.

      Unless something changes, this is the current discussion on SBR damage.  In effect, 1 IPC damage to an industrial complex or base renders the entire facility unusable until it has been repaired.  If you cannot afford or choose not to repair an industrial complex or base, then it remains unusable.

      @Larry:

      Also being considered:
      Major industrial complexes can mobilize up to 10 units per turn minus the number of damage markers they have. For example a major IC with 6 damage markers can produce only 4 units. A major IC can only receive up to 20 damage markers, after that they are no longer assigned. A major IC with 20 damage markers would have to remove 11 of them before it could build 1 new unit.

      This was added later after pressure was brought to bear by the community.

      Has this been changed at all or are current Alpha 3 rules that you can’t build anything while any damage is present on an IC?

      posted in Axis & Allies Global 1940
      SilverAngelSurferS
      SilverAngelSurfer
    • RE: AAG40 FAQ

      @dcandf5:

      @Gamerman01:

      @dcandf5:

      Finally, does unloading count as a move for a transport? E.g. I have a transport that has moved through two seazones. Can it unload into a adjacent land territory? Thanks a bunch! :)

      Yes a transport can move two spaces and also unload. That unload is not counted as a movement space.

      You will want to note the following, also:
      Once a transport has unloaded anything it cannot move or load or anything for the rest of the power’s turn. The transport could unload on different powers’ turns in the same game round if allies are moving their units off on their own turns.

      What about loading troops? Does loading count as a move for land units. E.g. An infantry has moved one space already can it load into a transport?

      Any land units that have already moved may not be loaded onto transports that turn.  This also counts for mechanized infantry or tanks that have only moved one space.  Only land units that are already in a territory adjacent to the transport’s movement without having moved themselves may be loaded onto that transport.

      posted in Axis & Allies Global 1940
      SilverAngelSurferS
      SilverAngelSurfer
    • RE: AAG40 FAQ

      @dcandf5:

      Thank you. That clears up alot and I really appreciate your help! I have one final question though regarding the new AA gun rules in alpha 3.

      "Air Defense: AA guns can only fire at an air unit when that unit attacks the territory containing that AA gun. AA guns fire only once, before the first round of combat. Each AA gun in the territory may fire up to three times, but only once per attacking air unit. In other words, the total number of air defense dice rolled is three times the number of AA guns, or the number of attacking air units, whichever is the lesser. Once the number of air defense dice is determined, the dice are rolled. For each 1 rolled, the attacker must choose one air unit as a casualty. These casualties are removed immediately, and will not participate in the remainder of the battle. This AA gun attack is made immediately before normal combat occurs in the territory containing the AA gun. AA guns do not defend facilities against strategic or tactical bombing. Facilities have their own built in air defenses. "

      I don’t understand the bit about the AA gun firing up to three times. The previous sentence just stated that it only fires once… and what does it mean that the total number of air defense dice rolled is 3x the number of AA guns? What is this air defense dice? I’m sorry but I’m completely confused about this entire paragraph. I understand that the AA Gun’s hit value is 1 and it fires first before any other units, but I do not understand about this " three times" firing. I also noticed that In alpha 3, a territory now can have multiple aa guns.Can anyone explain this?

      In short, AA guns may now only fire at a maximum of three aircraft each.  They still only fire once before any normal combat round, but each AA gun can only fire at a maximum of 3 aircraft while in earlier editions they fired at all aircraft attacking the territory.  That means that if you have two AA guns in a territory and your opponent attacks with 8 aircraft, you roll 6 dice for your 2 AA guns before the combat begins and any 1s rolled count as hits; your opponent now chooses which aircraft take the hits.

      However, for strategic bombing raids, bases and industrial complexes are considered to have their own air defenses which fire at all attacking aircraft in a strategic bombing raid, and is not dependent on the number of AA guns in the territory.

      posted in Axis & Allies Global 1940
      SilverAngelSurferS
      SilverAngelSurfer
    • RE: AA.Org Official Alpha 3 Thread

      @Cmdr:

      @Larry:

      The target is considered inoperable if it receives any hits. It can be repaired by paying 1 IPC for the removal of each chip. This is done during the players next Purchase & Repair phase 1.
      The maximum damage a major IC can receive is 20 damage markers. Minor ICs and bases can’t receive more than 6 damage markers each.

      Unless something changes, this is the current discussion on SBR damage.  In effect, 1 IPC damage to an industrial complex or base renders the entire facility unusable until it has been repaired.  If you cannot afford or choose not to repair an industrial complex or base, then it remains unusable.

      @Larry:

      Also being considered:
      Major industrial complexes can mobilize up to 10 units per turn minus the number of damage markers they have. For example a major IC with 6 damage markers can produce only 4 units. A major IC can only receive up to 20 damage markers, after that they are no longer assigned. A major IC with 20 damage markers would have to remove 11 of them before it could build 1 new unit.

      This was added later after pressure was brought to bear by the community.

      Has this been changed at all or are current Alpha 3 rules that you can’t build anything while any damage is present on an IC?

      posted in Axis & Allies Global 1940
      SilverAngelSurferS
      SilverAngelSurfer
    • RE: WC12: G40, Rd1 Qualifier, Ol'Blood&Guts (Axis+6) vs. SAS (Allies)

      Yeah, I noticed that also, it’s fixed in this map for the Chinese move.  I’ll post the UK move tomorrow.

      Results:
      Sui twlo 1 inf; 4 inf, 1 ftr remain
      Kwe twlo 2 inf; 1 inf remains
      Yun twol; 4 inf remain

      Non-Combat Move:
      1 ftr (Sui > She > Sze)

      Placement:
      5 inf (Szechwan)

      Collect:
      8 (territories)
      6 (NOs)
      14 IPCs total

      WC12_G40_OBG_vs._SAS_02eC.AAM

      posted in Tournaments
      SilverAngelSurferS
      SilverAngelSurfer
    • RE: AAG40 FAQ

      Any territories on the European map count.

      posted in Axis & Allies Global 1940
      SilverAngelSurferS
      SilverAngelSurfer
    • RE: WC12: G40, Rd1 Qualifier, Ol'Blood&Guts (Axis+6) vs. SAS (Allies)

      Kwe Lost - C: 2 inf - J: 1 inf

      Yunnan Round 1

      A: 4 inf
      DiceRolls: 4@1; Total Hits: 14@1: (1, 6, 2, 2)

      D: 1 art
      DiceRolls: 1@2; Total Hits: 01@2: (3)

      posted in Tournaments
      SilverAngelSurferS
      SilverAngelSurfer
    • RE: WC12: G40, Rd1 Qualifier, Ol'Blood&Guts (Axis+6) vs. SAS (Allies)

      Kwe Lost - C: 1 inf - J: none

      Kweichow Round 3

      A: 2 inf
      DiceRolls: 2@1; Total Hits: 22@1: (1, 1)

      D: 1 inf
      DiceRolls: 1@2; Total Hits: 11@2: (2)

      posted in Tournaments
      SilverAngelSurferS
      SilverAngelSurfer
    • RE: WC12: G40, Rd1 Qualifier, Ol'Blood&Guts (Axis+6) vs. SAS (Allies)

      Kwe Lost - C: 1 inf - J: none

      Kweichow Round 2

      A: 2 inf
      DiceRolls: 2@1; Total Hits: 02@1: (2, 2)

      D: 1 inf
      DiceRolls: 1@2; Total Hits: 01@2: (4)

      posted in Tournaments
      SilverAngelSurferS
      SilverAngelSurfer
    • RE: WC12: G40, Rd1 Qualifier, Ol'Blood&Guts (Axis+6) vs. SAS (Allies)

      Sorry about the extra infantry roll, however, since the fighter still hit, I will simply continue.

      Sui Lost - C: 1 inf - J: 2 inf, 1 art, 1 mec

      Kweichow Round 1

      A: 3 inf
      DiceRolls: 3@1; Total Hits: 03@1: (2, 4, 4)

      D: 1 inf
      DiceRolls: 1@2; Total Hits: 11@2: (1)

      posted in Tournaments
      SilverAngelSurferS
      SilverAngelSurfer
    • RE: WC12: G40, Rd1 Qualifier, Ol'Blood&Guts (Axis+6) vs. SAS (Allies)

      Sui Lost - C: 1 inf - J: 2 inf, 1 art

      Suiyuyan Round 3

      A: 4 inf, 1 ftr
      DiceRolls: 5@1 1@3; Total Hits: 25@1: (5, 2, 5, 1, 5)1@3: (3)

      D: 1 mec
      DiceRolls: 1@2; Total Hits: 01@2: (3)

      posted in Tournaments
      SilverAngelSurferS
      SilverAngelSurfer
    • RE: WC12: G40, Rd1 Qualifier, Ol'Blood&Guts (Axis+6) vs. SAS (Allies)

      Sui Lost - C: none - J: 2 inf

      Suiyuyan Round 2

      A: 5 inf, 1 ftr
      DiceRolls: 5@1 1@3; Total Hits: 15@1: (2, 5, 1, 2, 6)1@3: (4)

      D: 1 art, 1 mec
      DiceRolls: 2@2; Total Hits: 12@2: (1, 6)

      posted in Tournaments
      SilverAngelSurferS
      SilverAngelSurfer
    • RE: WC12: G40, Rd1 Qualifier, Ol'Blood&Guts (Axis+6) vs. SAS (Allies)

      Suiyuyan Round 1

      A: 5 inf, 1 ftr
      DiceRolls: 5@1 1@3; Total Hits: 25@1: (2, 3, 1, 5, 1)1@3: (6)

      D: 2 inf, 1 art, 1 mec
      DiceRolls: 4@2; Total Hits: 04@2: (3, 4, 4, 4)

      posted in Tournaments
      SilverAngelSurferS
      SilverAngelSurfer
    • RE: WC12: G40, Rd1 Qualifier, Ol'Blood&Guts (Axis+6) vs. SAS (Allies)

      China 2

      Production:
      15 IPCs
      5 inf
      15 - 15 = 0 saved

      Combat Move:
      Suiyuyan (J: 2 inf, 1 art, 1 mec)
      5 inf (She > Sui)
      1 ftr (Sze > She > Sui)

      Kweichow (J: 1 inf)
      3 inf (Sze > Kwe)

      Yunnan (J: 1 art)
      4 inf (Sze > Yun)

      posted in Tournaments
      SilverAngelSurferS
      SilverAngelSurfer
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