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    Posts made by trihero

    • RE: 8 bid, RR, Axis victory

      I see your game with Trihero is over; are you interested in starting a game soon? I play LowLuck so that no one can blame the loss on bad dice, and I walk away from each game I play satisfied that regardless of whether I won or loss, it wasn’t because of luck. If you’re trying to evaluate a strategy then that adds further reason to use LowLuck, because it’s possible to have a superior strategy and lose because of dice and vice versa. With LowLuck the same is still possible, but much less likely of course. Anyway, for the purposes of this discussion, if we’re not doing LowLuck, as 221B said, we would need to play several games to even out the statistical anomalies. I don’t know if I can commit to that, but if you are adamantly opposed to trying lowluck, I could give it a whirl.

      While I think there is indeed a reason to go LowLuck, there is also a very good reason to not do it. LowLuck rounds the game out to be more chess-style where you can nearly fully predict each battle’s outcome once started. While nice because it disallows the extremes, it takes out the element of risk-taking that you will sometimes see in a full luck game, and it also doesn’t make for a realistic game because invariably in a real game there will be some good rolls/bad rolls that influence the strategy; it is just as unlikely that every single battle will go according to average statistics as it is unlikely that every battle will go badly or well. On average over many games of course the dice should even themselves out, but LowLuck  doesn’t take into consideration the nuances of what happens in a real game.

      posted in Axis & Allies Classic
      triheroT
      trihero
    • RE: Placing new units

      Switch is right. AA gun you just captured can’t be moved.

      posted in Player Help
      triheroT
      trihero
    • RE: Submarine question

      Do you get to chose at any point when they’re surfaced, and submurged?

      Submerging works like this:

      After a round of combat (both sides roll dice), the attacker chooses whether to retreat or to press the attack. If you choose to retreat, the submarines can submerge; submerging is simply their special way of retreating. They can still retreat like normal by moving to an adjacent sea zone like other naval units, but submerging allows them to sit in that sea zone immune until next turn. If the attacker chooses to press the attack, then defending subs may submerge. Any living destroyers will cancel enemy subs ability to submerge.

      Basically you can only submerge after a round of combat. Submerged submarines surface at the end of the current player’s turn, regardless of who controls the submerged subs.

      For example, the UK attacks 2 German subs with 1 fighter. He scores a hit (the subs can’t fire back at air units). But at this point the German player decides to submerge his remaining sub, thereby escaping certain doom from the fighter. The sub surfaces at the end of the UK’s turn.

      Or another example, the US attacks with 3 subs against one Japanese battleship. The subs score one hit in the first round, and the Japanese scores one hit too. The US can at this point either retreat the subs normally or submerge them .

      posted in Player Help
      triheroT
      trihero
    • RE: Newbie questions

      That’s true. AA guns can move 1 space. They can even be transported. AA guns can never do a combat move though, they can only be moved around during noncombat. You can have more than one AA gun in a territory but only one AA gun fires during a combat.

      posted in Player Help
      triheroT
      trihero
    • RE: Congratulations Trihero

      I just have bad memories of trying to do a split action LOL. When I was absolutely terrible with the Allies I would try really goofy things like complexes everywhere (sinkiang, india, southern africa) like try to slow both powers. I probably should have stalled a little bit longer in Asia, although there is a reason to my retreating: I was retreating to a point where I had enough offensive power to destroy your little inf separately. I didn’t want to face something on the order of 4+ fighters + 1 bomber with infantry guarding them when all I had was little bits of infantry; I’d rather wait until you got close then jump the infantry without any of the airforce interfering. Though yea, you didn’t have all that many infantry and if I had stood a little earlier I could have cost you some infantry power which would make you wait for reinforcements before pressing.

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: Congratulations Trihero

      Thanks too switch for being so gracious and showing me some errors in my Allied play. I believe you’re going to shape up to be extremely tough on the next bout. I usually have problems being too aggressive against Germany and too conservative against Japan haha.

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: Air units movement regarding islands / sea zones

      Where’d you read that? I can’t find anything that says that.

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: Air units movement regarding islands / sea zones

      Do islands inside sea zones count as a move?

      Only if you start on it or want to land there, but yes.

      So if I was retreating from 4 sea zones away, got to the sea zone, could I land at the island?

      Nope, it takes 1 movement point to go from a sea zone to an island. However, you don’t need a movement point to land on a carrier because it’s considered to be in the sea zone.

      And if I am on the island, and going out, does it count as a move for that sea zone around the island…?

      Yes.

      Also let’s say I’m USA, and I move my fighter to a hostile sea zone, and I declare Soviet Unions aircraft carrier’s going to go there, after battling of course, can this be done?

      No. You can only move and take action with your units on your turn. You can land on his carrier but you can’t move it.

      Another thing, if I place an anti aircraft rocket on an island (After moving it there via transport of course), will it attack planes going over the sea zone, or is it basically useless?

      It’s useless unless the actual island is being attacked. Nothing on land helps in the sea battles (example: the hawaiin fighter doesn’t participate in the defense of the fleet in sz52). Think of the island as a separate zone basically.

      Also for transports, is it a combat move, when you load up som eunits, move them two spaces, and do an amphibious assault?
      Or do they need to already be in the transport?

      They do not need to start in the transport. You can freely pick up units then attack. For instance, you can use the transport in Eastern Canada to pick up the tank, move to sz3, pick up an infantry from Britain, then amphibiously assault Norway. However, you cannot move a unit before or after you load/offload them. So you cannot move the infantry from western canada to eastern canada and put him in that transport all in one turn.

      One more thing, after I drop off units, can I move them? Or is their turn done as well.

      It’s done, it’s over. Can’t move units before or after loading/offloading. They can be loaded then offloaded but they cannot use their actual movement points if you are doing so.

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: Newbie questions
      1. During an anfibious attack you can use a battleship to bombard the territory. Does the battleship get the first shot each combat round or only on the first combat round?

      Only the first combat round.

      1. If the defender scores a hit can we transfer that hit to the battleship (because it can sustain 2 hits) that is suporting the anfibious attack?

      Nope. Although the battleship is supporting with 1 shot, that doesn’t mean it’s in the midst of the action to take hit from the land combat.

      1. When a inf is loaded into a trannie does that could as a inf move? bcause it takes alot of time to make an anfibious attack ! one turn to load inf and another turn to offload  and make the attack!

      The units you load cannot move before or after they are loaded into the transport. So yes, when the inf is loaded into the trannie it’s done moving. You can offload it, but it cannot move right after you offload it.

      1. If four FIG’s are attacking a land that has a AA does the AA have a first shot to all four FIG’s in all combat rounds?

      AA guns are just like battleship shore bombardments, it only happens in the first combat round. Don’t confuse this with subs though! Subs always fire first for every combat round and their casualties are immediately destroyed unless there is a destroyer present. AA gun and shore bombardment are simply special first round chances to eliminate units before they can fire back.

      1. When a FIG enter a sea zone from the land does that count as 2 movements? (one to exit the land and one to enter the sea). For example, a FIG passes through Australia. Does it count a 2 moves? one entering the sea zone and another to enter the land?

      You’re confusing me a little. Your example doesn’t match your question. It takes one movement point to get into a sea zone if you started on land. For instance, if you had a fighter in Britain that was going to Norway, it takes one movement point to go into the sea zone and one to land in Norway. It doesn’t take one to lift off/exit land and then another one to enter the sea zone. Your example is correct though, if your fighter was trying to pass through Australia from somewhere it does take 1 movement to enter the sea zone bordering Australia and then one more to enter land.

      posted in Player Help
      triheroT
      trihero
    • RE: How would you change the map?

      One thing I don’t like about the Revised map is Greenland. I would say essentially there is no point to it. Greenland is so useless for anything; there’s no point to land there at all because you can land in the UK with aircraft instead. It’s only useful if Germany controlled Britain and you wanted to stage some US fighters there but in that case you’ve already lost the game. Even though Gibraltar is a 0 IPC territory, at least you do use it sometimes to land aircraft…

      posted in House Rules
      triheroT
      trihero
    • RE: Can someone explain how Mashalling cards work.

      Marshalling cards are used when you can’t fit the pieces onto the space (very commonly occurs in sz6 when the US/UK link up navies and that big pile can’t fit there).

      What you do is find the marshalling circle which is a punchout circle with a number on it that looks like the marshalling card (not the plane movement circle), put the marshalling circle on the board in the overcrowded zone.

      Now take all the units that were there and put them onto the marshalling card of the corresponding number.

      So when you look at the board and see a marshalling circle, you refer to the corresponding marshalling card (same number) and look at what troops are there.

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: For Trihero

      2 Germany tanks to Eastern

      I assume you mean that the 2 Western Europe tanks go to Eastern Europe, since the 2 German tanks are already in Belorussia from the combat move.

      2 Germany INF 2 Eastern

      And I assume that second “2” is “to” as in 2 germany inf move to eastern europe.

      All right yeah I have to work now, I’ll be back in 4 hours so don’t wait up. Tomorrow about the same time I guess?

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: For Trihero

      Combat Moves:
      3 Norway INF to Karelia (open, taken w/o loss)
      2 Eastern INF, to Bel
      1 Eastern ARM to Caucuses
      2 Germany ARM to Bel
      1 Southern INF and 1 ART via tranny to Caucuses (with BB)
      3 Ukraine INF, 1 ART, 1 ARM to Caucuses
      1 Norway fig to Caucuses
      1 German fig to Caucuses
      1 German Bomber to Caucuses
      1 Eastern fig to Caucuses
      1 Balkans fig to Caucuses
      1 Ukraine fig to Caucuses

      I don’t see how you attacked with 3 armors. Did you forget to mention that you wanted to move the Balkans tank to attack Caucasus as well? I only see 2 tanks, 1 from ukraine and 1 form east europe. We’ll call it fog of war too if you did indeed attack with the eastern tank. Anyways proceed with your turn. I have to work soon so I might not get to the UK’s turn.

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: For Trihero

      By the way you can’t not lose the bomber. In the rulebook you roll separate dice for fighters vs bombers; I rolled 5 white dice (fighter) and 1 black dice (bomber). The 1 was on the black dice.

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: For Trihero

      Purchase: 4 infantry and 3 artillery, 0 IPCs leftover.

      3 infantry + 1 fighter from karelia, as well as the fighter from moscow, attack Belorussia.

      3 infantry + tank from Archangel, 3 infantry + 2 tanks + 1 art from moscow, 3 infantry + 1 tank + 1 art, attack West Russia.

      I choose to resolve the Belorussia attack first.

      Shoot I can see where you didn’t count my Caucasus forces correctly. See that set “3 infantry + 1 tank + 1 art”? That comes from Caucasus (I didn’t put a label by accident) which attacked West Russia on the first turn. If I hadn’t used those forces I would have had much lower rolls. Do you still wish to proceed with this combat?

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: For Trihero

      Awaiting utter destruction by the German forces  :cry:

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: For Trihero

      AA shots:

      Against fighters: 2, 2, 3, 4, 6
      Against bomber: 1 (hit)

      I took the liberty to roll for my Belorussia guy and the 5 guys remaining in Caucasus.

      The Belorussia guy misses with a 4 (copied your guy apparently : / )

      The five infantry go : 2, 4, 4, 6, 6 (bad roll like your west russia defense).

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: For Trihero

      Awaiting Germany’s turn (impatiently)  :evil:

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: For Trihero

      Noncombat:

      Both fighters in the Belorussia attack land in Moscow.

      Russian sub moves to sz3 then to sz2 to party with the UK fleet.

      Kazakh infantry x 2 move to Caucasus.

      Novosibirsk infantry x 2 and Eventi National Org infantry x 2 move to Moscow.

      Yakut infantry x 2 move to Novosibirsk.

      Buryatia infantry x 2 and Soviet Far East infantry x 2 move to Yakut.

      End noncombat.

      4 infantry purchased mobilize in Caucasus. 3 artillery mobilize in Moscow.

      Russia receives 28 IPCs.

      Country totals (actual money/income level)

      Russia: 28/28
      Germany: 40/36
      UK: 30/30
      Japan: 30/30
      US: 42/42

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: For Trihero

      Awaiting your last infantry dice roll in Belorussia  :wink:

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
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