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    Posts made by Sundown Kid

    • RE: Help needed Guadalcanal Setup

      Sorry to hear about your ordeal, Poague. You were remarkably close if you were listing that out from memory. I checked my board and then double-checked a couple of times (I find the sillhouettes on that board to be difficult to read). You missed two Japanese sea zones, the airfields, a US sub, and there were several quantity tweaks, mostly on US side. I also added the control markers. Still, that was an impressive stab at it.

      Axis & Allies Guadalcanal Setup:

      Japan
      Sea zone A: submarine
      Sea zone B: cruiser, 2 destroyers, 2 transports
      Sea zone C: destroyer, submarine
      Sea zone E: cruiser
      Sea zone F: transport
      Sea zone G: cruiser, transport
      Rabaul : battleship, 2 aircraft carriers, 4 fighters, cruiser, destroyer, 2 transports, 2 bombers, 3 fighters, A.A. gun, artillery, 4 infantry, supply token
      Bouganville: fighter, A.A. gun, artillery, 3 infantry, 2 supply tokens, airfield, Japanese control marker
      Choiseul: artillery, infantry, Japanese control marker
      Santa Isabel: infantry, Japanese control marker
      Malaita: infantry, Japanese control marker
      New Georgia: artillery, 2 infantry, supply token, Japanese control marker
      Guadalcanal: 3 infantry, 2 supply tokens

      U.S.
      Sea zone J: battleship, submarine, 2 destroyers, 2 transports
      Sea zone K: aircraft carrier, 2 fighters, cruiser, destroyer, 2 transports
      New Caledonia: aircraft carrier, 2 fighters, cruiser, 2 destroyers, submarine, 2 transports, 5 bombers, 5 fighters, A.A. gun, 3 artillery, 3 infantry
      Guadalcanal: A.A. gun, 3 artillery, 5 infantry, 3 supply tokens, airfield, US control marker

      Sea zones D, H and I are empty.

      posted in Player Help
      S
      Sundown Kid
    • RE: Moving units and gaining victory points

      I have been playing GC recently, AD. Reckon I’ll take a swing at this.

      @Anzac:

      can i move the destroyer forward or back a sea zone or i cant because there is the American destroyers in the way and i have to destroy them first? like you know how in d-day you cant move your units forward because there is the enemy and you have to destroy the enemy first.

      During the movement phase, you may freely move land, sea and air units out of territories and sea zones that contain enemy units. There is no locking of units in combat.

      @Anzac:

      …how it says you gain victory points for every undamaged airfield you have. if i have 1 American airfield after round 1 and build another in my build an airfield phase do i gain an extra victory point for the fresh airfield i built or i don’t include the one i built? and just have the one i had at the start of the game?

      In Phase 3, airfields are built in step 3 and victory points are assessed in step 5. The rules for step 5 say to count “each undamaged airfield he or she controls.” There is no stipulation regarding when that control began. Therefore, the new airfields are included in the count. In your example, you will add 2 victory points to America’s vp track.

      Hope this helps. GC Rules! :-)

      posted in Axis & Allies Guadalcanal
      S
      Sundown Kid
    • RE: Loss of Cargo & Subs vs Carriers

      @Krieghund:

      It implies that they are not cargo, as they are not lost as cargo would be.

      Oh, ya, I guess it does. :-)

      My impression of that sentence was that it intended to speak to fighters on the deck of the carrier (which led to all that other rigamarole I asked about). Didn’t feel to me that fighters in the air in same sea zone as carrier during Combat phase would need mention of the carrier being sunk at that time. But your adjust of my focus provides clarity. Thank you, Krieghund! Your presence here makes our gaming experience better. Take care.

      posted in Axis & Allies Guadalcanal
      S
      Sundown Kid
    • Loss of Cargo & Subs vs Carriers

      A&A Guadalcanal:

      Krieghund, thanks much for your response to my questions regarding advantage tokens. Here’s a couple more:

      1. Loss of Cargo: In Phase 2 Combat section of rulebook it states “If a transport or destroyer gets hit, the units and supply tokens it was carrying are destroyed.” Can you confirm that this remains true for a resilience hit on destroyer (damaged only)?

      2. Fighters on Carrier: Are fighters considered “cargo” if they did not move off the carrier during their movement turn? As such, they do not participate in Attack Air Units and Attack Sea Units phases of combat? Or, are they always considered flying in the same sea zone as carrier, and will participate in Attack Air Units and Attack Sea Units phases of combat, even if the player leaves them physically on the ship?

      The Loss of Cargo section states that if a carrier gets hit, then the fighters stay in the sea zone and need to find a place to land during regroup phase. This implies that they are cargo at that time (or was it written to speak only to sub attack?).

      1. Submarine hits Carrier w/Fighters: The FAQ states that if a sub hits a carrier, then the fighters have a chance to land because they are considered in the air during the attack. But it does not clarify when they land.

      The order of Phase 1 unit movement has subs move and attack before fighters have had their movement turn. Do the fighters with carrier shot out by submarine land during the sub’s move/attack turn, then begin their own movement turn from that position (or perish during sub’s turn if they cannot land)? Or do the fighters begin their movement from the sea zone where carrier was sunk, in which case the chance to land occurs during regroup phase, similar to Loss of Cargo discussion.

      I presume that the definitiveness of the Loss of Cargo statement means that the cargo on a destroyer is lost no matter what type of hit. That’s just kinda real world weird, though might make game sense, so begs confirmation. By the same token, very definitive language regarding fighters staying in sea zone if carrier damaged. Seems when it’s a resilience hit everything gets chunked off the boat. Planes fly, and land units and supply tokens sink.

      As always, thanks for your help clarifying these minutiae and documenting for posterity. :-)

      posted in Axis & Allies Guadalcanal
      S
      Sundown Kid
    • Unload All Transports? Command Decision vs Airfields?

      A&A Guadalcanal:

      1. Combat Phase: Unload Transports/Destroyers- Must all units be unloaded, or can you maintain loaded ships?

      2. Advantage Token: Quick Drop- Must all units in the sea zone be unloaded?

      3. Advantage Token: Command Decision- Applies to Airfield attacks too? Unattended transports? (2 attacks on stuff that can’t shoot back)

      Seems that rules allow for not all transports being unloaded. And I think this works for feints, allows for “oh sh*t” moments, so, interesting. And between rules and other Krieghund responses on forum, I kinda think attacking Airfields with CD is likely considered cricket as well. ? Viscious! Wonder your thoughts. Thanks!

      btw, I love A&AGC. More props to Larry & co for this one. I see it getting plenty of flack (along with other beloved BotB) and just want to do my small part to tip scale the other way. Thanks for a great game, guys! And thanks to forum members too. I do extend victory points to minimum of 30 and then you gotta win by 5. It’s too much of a sprint for me to 15; it’s just getting meaty at that point! But otherwise OOB plays great for me (with advantage tokens!). But, then, I tend to love the drama of the dice! :-)

      posted in Axis & Allies Guadalcanal
      S
      Sundown Kid
    • RE: WWII Global 2nd Edition error in map version 3.7 (China and Convoy Raiding)

      I have Pacific 1940 2nd ed. game that I bought in May '13 or thereabouts. Convoy rules are on pp. 22-23. They read like the Europe/L.Harris rules that Gargantua has cited: units roll dice, 2 for a/c and subs, and 1 for others. Rolls of “3” or less are tallied, etc. Exactly like my Europe '40 2nd ed. rulebook in game I purchased the same day.

      The Pac. '40 2nd ed. rulebook in A&A.org / Resources section is like the one that came with my game.

      I did look at Avalon Hill site for Pac. '40 2nd ed. rulebook and it reads the way that Gargantua is citing for Pacific rules, units do an amount of convoy ipc damage without rolling dice. Looked again at cover of that book, however, and it does not indicate “2nd Edition”. Seems like a bad link at AH site. Rulebook link on Pacific '40 2nd ed. page opens 1st ed. book?

      Also confirmed that my Pacific rulebook on pg. 10 says that China is not subject to convoy disruption, as P@nther previously noted.

      posted in TripleA Support
      S
      Sundown Kid
    • RE: Keep gameboards from moving

      I’m using a piece of rubber shelf liner (like ‘Grip-It’ on Amazon) between tabletop and each A&A board. Stuff is like $1 a roll at the grocery store. Slight dampening affect and definitely keeps things from sliding around.

      posted in Axis & Allies Pacific 1940
      S
      Sundown Kid
    • RE: No love for bulge?

      First post intro: I am returning to Axis & Allies after 15 years because crazy mid-age eyestrain making computer/tv hobbies nearly impossible (adieu my beloved Battlefield! - qq).

      …and I have love for BotB. If it makes ANY difference, plz pass on to Larry, Krieghund, whomever! another vote to keep these kinds of things coming, if even just new boards using BotB system. I understand that it’s not classic A&A (which I love), but enjoy the challenge of scripted reinforcements and the chaos of the combat. Unlike classic system in which I will choose to lose lesser units first during combat, it’s nearly anything goes in BotB. Feels more like I am managing forces, but cannot control the results of individual battles. I only influence them. Feels natural to me if I’m at a commander level of some kind.

      The twelve-sided die rolls swing wildly! Have already had great drama. To me, for this kind of board game, this system captures a sense of the mayhem of the first days of the Bulge. And the supply mechanic really suits that subject, too. Enjoying that aspect greatly. Thanks, Larry!

      I would agree that the look of the board could be improved. I do have a hard time spotting the river cross-hatch at times. A few style aspects like that. Can’t complain about the layout, though. Quite interesting so far.

      Also must thank frimmel for your many thoughts, strategies and questions answered about BotB on these boards. Others of you, too. Your contributions here have greatly enhanced my BotB experience. I might not have gotten over that initial hump without them. Thanks!

      sorry tldr; needed to get those off my chest  :-)

      posted in Axis & Allies: Battle of the Bulge
      S
      Sundown Kid
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