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    Posts made by TimTheEnchanter

    • RE: AA50 Rules Errata and Q+A

      On the topic of captured AA’s, if an allied AA gun is moved to china, then captured by japan, but then recaptured by allied forces (presumably russian), does it belong to china (and thus fall under china’s ridiculous movement restrictions)?  Can china even own AA guns? Or can they only own infantry, captured ICs (which they can’t use) and the FT fig.

      I assume it belongs to china and thus is unable to retreat to russia, but I wasn’t 110% sure.

      posted in Axis & Allies Anniversary Edition
      TimTheEnchanterT
      TimTheEnchanter
    • RE: AA50 Rules Errata and Q+A

      @gamerman01:

      @Cmdr:

      I understand that, I’m just thinking that’s a cheap way to give someone free AA Guns…great if your ally has rockets but is strapped for cash!

      Or radar.  Or rockets AND radar  :-D

      Easy way to convert Italian AA’s to German - put it in France (for example)

      Yeah, because the Italians are usually flush with cash.  :-P  :lol:

      Unless you are already expecting to trade france for a turn, that would be a very expensive way just to transfer ownership of AA guns.  Even if you go with the assumption that ONLY italian troops are in france, and you can move out everything but the AA’s, you still give the us 6ipc for the territory + 5 for the NO, plus you force germany to take and hold France (if they continue to trade, they won’t be able to use the guns as rockets)without the ability to land air for defense.

      I think I might have once allowed a british AA to be captured so the russians could take it back, but that is really only worth it if you’ve already given up the 5 ipc Russian NO

      posted in Axis & Allies Anniversary Edition
      TimTheEnchanterT
      TimTheEnchanter
    • RE: AA50 Rules Errata and Q+A

      @Krieghund:

      @TimTheEnchanter:

      I’m pretty sure the only time they could leave the UK carrier during the UK turn is if the CV is sunk during combat and the planes need to find a new landing place.

      If the CV is sunk in combat during the UK turn, the UK will be the attacker, so the guest planes will go down with it.

      Oh yeah. Right.   :-P  Sorry about that… I threw that line in at the last minute without really thinking about it.

      posted in Axis & Allies Anniversary Edition
      TimTheEnchanterT
      TimTheEnchanter
    • RE: AA50 Rules Errata and Q+A

      @Corbeau:

      Question:  
      Can a UK AC next to an IC abandon USA fighters that are stationed on it behind before moving?

      What if UK build a second AC in same sea zone where the US fighters were left ( if you can ), do they land on it?

      Thanks

      #1 - No, the friendly planes are cargo on the UK carrier and remain inactive and stay with the carrier throughout the turn.  I’m pretty sure the only time they could leave the UK carrier during the UK turn is if the CV is sunk during combat and the planes need to find a new landing place.

      #2 - Moot point, given #1.  Similarly, you can’t move (vs. build) another CV into the sz to collect those planes.  they stay with the original carrier.

      posted in Axis & Allies Anniversary Edition
      TimTheEnchanterT
      TimTheEnchanter
    • RE: Modules for ABattlemap

      @Zhukov44:

      There is a Battlemap bug that happens so often that there must be some kind of standard solution……

      Basically, every so often the Infoview bar simply disappears, and won’t come back.

      Is there any way to fix this besides reinstalling?  In the latest instance, reinstalling didn’t fix the bug for me.

      Help!

      • Close Abattlemap
      • Go to the directory where ABattlemap is installed (e.g., C:\program files\abattlemap\ )
      • delete ABattleMap.ini
      • Restart Abattlemap and both windows will show up in the upper left hand corner.
      posted in Software
      TimTheEnchanterT
      TimTheEnchanter
    • RE: Bid of 7 - place in East Indies?

      I don’t get the US Sub in sz50.  rather than divert forces from the US fleet attacks, I would think the better resposne would be for the japanese player to bring the CA to sz50 along with the BB.  Heck I still bring it sometimes anyway. The bb soaks the first hit, so it’s about 87% odds that there are no losses to the japanese.  11% chance they lose the cruiser which is usually not a particularly critical boat.  There’s a 2+ % chance it fails, but that’s not much different than BB vs. DD.  The main impact is that it might slightly weaken the japanese attack on the mainland making Japan not be quite as hyper-aggressive on J1,  but a couple ipcs delayed a turn or so isn’t a huge deal.  She’ll likely be swimming in cash soon enough.  Letting the us dd/transport or bb live could cause far more headaches for japan.

      posted in 1941 Scenario
      TimTheEnchanterT
      TimTheEnchanter
    • RE: 2011 Find League Opponents Here

      Rolling sides of a 2 sided die (a.k.a. a coin) for first of a series between hobo and myself.

      1= hobo Axis
      2= Tim Axis

      DiceRolling 1d2:
      (2)

      posted in League
      TimTheEnchanterT
      TimTheEnchanter
    • RE: 2011 Find League Opponents Here

      it’s hard to tell who’s still looking for games, so I’ll post a general request:

      aa50-1941 - bid for allies (frood?), I can go either way on tech.

      PM me or reply here.

      posted in League
      TimTheEnchanterT
      TimTheEnchanter
    • RE: 2011 League Rules AA50

      No, last year we used FAQ rules for tech.  (Limitations to improved factories was an FAQ, actually the Paratrooper/blitz rule was in the FAQ as well).

      It seems the appropriate thing to do would be have any open tech game finish using the rules they started under unless both players agree to switch (even if neither side has the tech, purchases may have been geared towards taking advantage of one or the other).  But any new games should probably start under the new FAQ rules.  But it’s not my call.

      posted in League
      TimTheEnchanterT
      TimTheEnchanter
    • RE: AA50 FAQ Update

      @Krieghund:

      Both rules changes were done for consistency between AA50 and AAP40/AAE40.

      But would it be correct to say that a major reason they were watered down in the new games was because the AA50 version of those two techs was extremely powerful and disproportionate to the value of other techs?

      posted in Axis & Allies Anniversary Edition
      TimTheEnchanterT
      TimTheEnchanter
    • RE: AA50 Rules Errata and Q+A

      @axis_roll:

      I know a sub can not pass thru a SZ with a destroyer, but is the opposite true?

      Can a DD move thru a SZ containing a sub? 
      Please answer for both combat and non-combat….however I think the answer will be the same for both.

      Thanks!

      Absolutely.  ANY ship can pass into or through a zone with just subs, including transports.  Applies to both combat (assuming those ships are involved in combat in a sz or amphib attack somewhere) and non-combat moves

      And one clarification about subs moving into sz with destroyers.  the sub can move into a sz with a destroyer in Non-combat without engaging the defending fleet.  However they can not pass through.

      @Official:

      [Under [u]Special Combat Movement…Submarines]
      Submarines are capable of moving undetected due to their ability to submerge. For this reason, they have special movement rules. A submarine may move through or into a sea zone containing enemy warships during either the Combat Move or Noncombat Move phase. Unlike other sea units, a submarine may end its noncombat movement in a hostile sea zone. However, if a submarine enters a sea zone containing an enemy destroyer, its movement ends immediately.

      This ability of submarines to avoid detection also allows enemy ships to ignore their presence. Any sea zone that contains only enemy submarines does not stop the movement of a sea unit. Sea units ending their combat movement in a sea zone containing only enemy submarines may choose to attack them or not. Sea units may also end their noncombat movement in a sea zone  containing only enemy submarines.

      [Emphasis Added]

      posted in Axis & Allies Anniversary Edition
      TimTheEnchanterT
      TimTheEnchanter
    • RE: Research and the allies

      With Japan’s treasury, they are probably best positioned to keep buying tech until they gain an even bigger advantage.

      posted in Axis & Allies Anniversary Edition
      TimTheEnchanterT
      TimTheEnchanter
    • RE: 2011 Find League Opponents Here

      I don’t have a lot of time but I think I can start up a game.  It will have to be at a casual pace:  I definitely can’t guarantee posting every day.  I really can’t start playing until tomorrow (tues) but I wanted to get this out to find an opponent.  I haven’t played at all in probably 2 months and haven’t started more than a few games at all in the last 5-6 months so I’m very rusty.

      I haven’t even looked at the 42 setup so I will only play 1941.  I prefer to play with tech enabled, but will play without it if that’s what it takes.

      It looks like we’re now bidding for the allies?  I guess we would use frood to place blind bids?

      Send a PM if you’re interested.

      posted in League
      TimTheEnchanterT
      TimTheEnchanter
    • RE: AA50 Rules Errata and Q+A

      I can’t imagine what is confusing about the answers you’ve gotten other than the fact that they probably weren’t what you expected/wanted to hear.

      It’s pretty simple.  The plane ends the turn in whatever territory or seazone it ends its movement in. The plane can not be moved from land to sea during mobilization of the carrier. If it can reach a seazone in NCMs it can end its turn there and you can use a new carrier in that sz as the landing place.

      In your example, because going UK to sz5 to sz2 is 5 movement, you could not end the turn with the fig in sz5 without either getting LRA tech, or by forgoing the fig for the attack on sz5.

      IIRC, for Revised I believe the out-of-the-box (OOB) rules allowed you to move the fig from land to a new carrier during mobilization, but the Larry Harris Tournament Rules (a.k.a LHTR -the ruleset used for league and tournaments at most online sites, including this one, and other events to clear up a lot of vague, unbalanced, and inconsistent items in the OOB rules) used a rule akin to the AA50 rule above.

      posted in Axis & Allies Anniversary Edition
      TimTheEnchanterT
      TimTheEnchanter
    • RE: AA50 Rules Errata and Q+A

      @Yoshi:

      Question about paratroopers :

      The FAQ says

      Q. Bombers carrying Paratroopers must stop moving in the first hostile territory they enter. If a tank is blitzing through an unoccupied hostile territory, does a bomber entering that territory during the same Combat Movement phase have to stop there, or can it keep moving?
      A. Since the territory is captured as soon as the blitzing tank enters it, the territory is considered friendly at that point, and the bomber may continue its movement.

      Does this rule works only with tanks ?

      Yes

      @Yoshi:

      Or if an infantry takes the empty territory, can the paratrooper continue its movement ?

      Nope.  The way kreig explained it when it was asked before is that only a blitzing tank immediately makes a territory friendly.  Other units are not fast enough to immediately control the territory.

      @Yoshi:

      More tricky : can a first paratrooper take the empty territory, and a second one continue farther away ?

      Nope.  (See above)

      posted in Axis & Allies Anniversary Edition
      TimTheEnchanterT
      TimTheEnchanter
    • RE: What power is your favorite to play?

      Chose:
      Japan - all those toys that make things go boom!
      Russia - the center of attention
      UK - In the thick of things from the very beginning.  Always an interesting challenge for them to make an impact in western europe.

      Didn’t choose
      US - takes too long to get into any significant fights.  The whole thing is logistics which, while challenging, isn’t always that fun.
      Germany - economics force early, but usually unsustainable aggression.
      Italy - the axis’s sacrificial lamb most of the time.  Important role and I can probably learn to do better, but just not enough action.
      I’ll assume china was listed as a joke

      I’ll admit, the ones I didn’t choose are the ones I am less confident at playing, but what’s the fun of always feeling like you’re doing things wrong?

      posted in Axis & Allies Anniversary Edition
      TimTheEnchanterT
      TimTheEnchanter
    • RE: AA50 Rules Errata and Q+A

      @Bardoly:

      @GrafZeppelin:

      Follow-up question!

      @GrafZeppelin:

      If I have 2 Armours and 3 Infantry in Libya and Trans-Jordan is also under my control, is it then possible for me to capture Egypt using the Inf on the combat round , and then move my Armours through Egypt to Trans-Jordan on the non-combat move??

      If my 3Inf in the scenario above are losing can they then retreat to Trans Jordan instead of Libya??

      Your answers will be highly appreciated,

      Thanx

      /GrafZeppelin

      Yes, they may.

      No, they may not!!!

      You can only retreat to a territory from which at least one ground unit came from.  If the attackers only came from libya, they can only retreat to libya.  However, if you had just one unit joining the attack from TRJ, then the whole force could retreat to TRJ if you wanted.

      posted in Axis & Allies Anniversary Edition
      TimTheEnchanterT
      TimTheEnchanter
    • RE: Subs question

      Nope.  The subs just sit there and watch the planes sink all the surface ships.  There are times when adding a destroyer to a seazone attack actually reduces your chance of victory because it brings subs into play.

      posted in Axis & Allies Anniversary Edition
      TimTheEnchanterT
      TimTheEnchanter
    • RE: AA50-41 Tech Tourney sign-up (sign-ups CLOSED)

      @mojo:

      damn this is the first time  i saw this thread.  i guess i signed up too late for the tourney.  if you need me for an alternate i’ll fill in,  and if not oh well it’s my fault i just wasen’t paying attention.  i’ll start picking off the loosers.  :-D

      Just to make sure it gets properly recognized…

      36.  mojo

      posted in Axis & Allies Anniversary Edition
      TimTheEnchanterT
      TimTheEnchanter
    • RE: AA50-41 Tech Tourney sign-up (sign-ups CLOSED)

      If I understand correctly, I don’t think the “give a bye whenever there’s an odd number of players in the round” approach would be very good.

      Assuming there were the current number - 35 players - you’d have the following:
      Rd 1: 17 games + 1 bye = 18 advance
      Rd 2: 9 games, no byes = 9 advance
      Rd 3: 4 games+ 1 bye = 5 advance
      Rd 4: 2 games + 1 bye = 3 advance
      Rd 5: 1 game + 1 bye = 2 advance
      Rd 6: 1 game

      That means there’s a bye in almost every round including someone getting a bye into the final game!  That does not seem like the best approach to me. I would think you wouldn’t want byes beyond the quarterfinals. I think of the choices you’ve listed, you have to either run a normal 64 team opening round with most people getting byes into round 2 (your option #2), or keep it to 32 with alternates.

      However, maybe there’s some other way to get it down to 8 teams with intermittant byes in the first 3 rounds that keeps more people involved throughout each round.  I’m just vamping here, so this isn’t really well thought out, but maybe something like…

      Round    teams  games  byes  Through to next round
      Round 1    35    13      9          22
      Round 2    22    8      6          14
      Round 3    14    6      2          8

      and from that point, you have a normal 8 team bracket.    I think you could even set the brackets up in advance if you really worked at it.

      Or maybe there’s even a way to get the byes all out of the way in the first two rounds, so nobody gets a round 3 bye. (11 byes the first round, 9 the second round?)

      just some ideas…

      posted in Axis & Allies Anniversary Edition
      TimTheEnchanterT
      TimTheEnchanter
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