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    Topics created by Veqryn

    • VeqrynV

      First Game!

      Axis & Allies Pacific 1940
      • • • Veqryn
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      AutarchA

      @allboxcars:

      @Autarch:

      Though I do question starting Siam under Japanese control….

      I imagine this will change with the Global game as it depends on what happens to France.

      #501

      I’m not talking about FIC. Siam had a favorable view of Japan’s opposition to Western Imperialism and their diplomatic assistance in settling border disputes with France, but was not interested in becoming part of the Greater Co-Prosperity Sphere. Japan landed troops there during the opening days of the war to secure passage into Malaya. Realizing there would be no help from the west, Siam negotiated a truce and allowed Japanese access to railroads, harbors and airfields.

      Kiangsi and Kwangsi were invaded by Japan in 1938 but only in several small coastal pockets at that and were non contiguous. None of these territories should start under complete Japanese control in 1940.

    • VeqrynV

      1941 with NOs, what is your bid? (experienced players only)

      1941 Scenario
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      axis_rollA

      @Veqryn:

      @cts17:

      Reviving this a bit, I think that a 6 IPC bid is sufficent. Two infantry to Egy is often enough.

      bids generally don’t allow more than 1 unit to a territory….

      at least, that is what i’ve always been told

      (a max of 1 unit to a territory, and you must have units in that territory already)

      That’s a ‘house rule’ from the Triple A lobby, from what I understand.  Usually bid limits are listed with how the bidding works (i.e.  all cash (no immediate units), 1 unit per territory, etc).

      In other words, bid rules are all over the board.

    • VeqrynV

      Bombing an air base question

      Axis & Allies Pacific 1940
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      Col. FlaggC

      On a side note, I wish tactical bombers were able to bomb air/naval bases (not factories).  According to my grandpa’s carrier’s war journal, they did a lot of airfield attacks, so it would only make sense to have that ability, and it would better justify the 11 IPC cost, since some people think that is too much.

    • VeqrynV

      Declaring War Questions

      Axis & Allies Pacific 1940
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      KrieghundK

      @Lozmoid:

      So - I trust you pay for the upgrade during the Purchase & Repair Units phase, and then the upgrade actually takes place during the Mobilize New Units phase. Is this correct?

      Yes.

      @Lozmoid:

      If this is correct, then I assume that the newly upgraded IC (now a Major Industrial Complex) cannot begin to mobilize its full quota of 10 units until the owning player’s next turn. Is that right? It can still only build 3 units during the turn in which it was upgraded. Please advise if I am wrong.

      You are correct.

    • VeqrynV

      Rulebook Online?

      Axis & Allies Spring 1942 Edition
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      J

      I just posted this to:
      http://www.mediafire.com/file/vvoydozzmzg/AXA1942.pdf

    • VeqrynV

      Question about winning

      Axis & Allies Pacific 1940
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      KrieghundK

      Simply put, the Allies win if they control Japan at the end of Japan’s turn, and Japan wins if it controls six victory cities at the end of ANZAC’s turn.

    • VeqrynV

      Mech inf movement question again

      Axis & Allies Pacific 1940
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      KrieghundK

      MaherC is correct.

    • VeqrynV

      Pacific 1940 for TripleA

      TripleA Support
      • • • Veqryn
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      Z

      I don’t know.

      When people refer to Alpha or Alpha +1 are they referring to this?

      http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=12&t=2531

      or are they referring to the Alphas for the combined global game?

    • VeqrynV

      Naval bases and carriers question

      Axis & Allies Pacific 1940
      • • • Veqryn
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      HobbesH

      @Athlim:

      When playing our latest game of AAP40 we came up with following situation:
      The US attacked SZ surrounding Japan and he brought in 2 fighters (came from GUAM) which had one point of movement left for landing during NCM.

      From older versions of A&A i know that those fighters can land on CV which can be moved during ncm in order to allow those fighters to land.

      But when i read through the rulebook from AAP40 it states that the fighters must do their ncm before all other ncm is executed. Did i just got it wrong or has this rule been changed?

      That rule is specifically for stranded defending air units. Stranded planes are those whose carrier was sunk or damaged, or launched to intercept strategic bombing/scrambled from an airbase to defend an adjacent seazone and the territory, in the last 2 cases they can’t land anymore on their territories/islands because they were captured by the enemy. In those 3 situations the defending player needs to land the planes before the attacking player conducts NCM movement (or lose them if they can’t reach a friendly landing area moving 1 space).

      Since your opponent was attacking he doesn’t have to follow this rule. If you had scrambled planes from Japan’s airbase to participate on the sea battle AND if he had made a successful amphibious attack on Japan then the rule would have applied to you, as the defending player.

    • VeqrynV

      Question about mech infantry

      Axis & Allies Pacific 1940
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      KrieghundK

      @Veqryn:

      question 1) can you take an empty territory with a single tank, then move 10 mech infantry through it to attack the enemy territory beyond it all during the combat phase?

      No.

      @Veqryn:

      question 2) can you take an empty territory with say, 3 tanks and 3 mech infantry, move through it and attack the enemy territory beyond it, win that battle, then during the non-combat move, back up that territory by moving 10 mech infantry there through the now conquered enemy territories?

      Yes.

    • VeqrynV

      What are the capitols?

      Axis & Allies Pacific 1940
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      ?

      Everything I know about Geography has just been stood on it’s head.

    • VeqrynV

      Battle of Jutland map (being designed)

      Other Games
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      VeqrynV

      http://n2.nabble.com/Battle-of-Jutland-tp4097729p4097729.html

      I thought I would post here that I am making a map of the Battle of Jutland with axis and allies style rules.  The map is being made for TripleA, but we can also make it for AABattlemap.

      I am looking for anyone who wants to help develop it with me :)

      especially looking for anyone who would like to do the unit art for each of the two sides, and also someone to play test it with and share ideas about concepts and the historical placement of units.
      I’ve already built one working and complex map for tripleA, as well as bug fixing in the others, so xml should not be a problem.

      here is what i have so far:

      Unlike familiar maps like the aa50 series, I do not want this map to be about building a fleet.  I want the fleet to already exist.  The IPCs/PUs you get to build units will be relatively low compared with the TUV that you already have.  The units you build will represent reinforcements, they will not represent 6 months of industrial production.  The time span of the battle will be 1 turn = 1 hour, or something like that.

      The battle of Jutland took place on May 31, 1916.
      This map will be a version of that battle, pretending that the U-Boats Sheer had ordered to attack the British Battlecruiser fleet had of been in position, rather than too far north as it was in history.

      potential rules:   (can be hard coded in the future, or done by players)

      a maximum of 2 units per hex  (even just for movement)(maybe 3?)
      a maximum of 1 round per battle (to simulate an exchange of fire) (therefore if you want to hit everything in a hex, you may have to attack from multiple places)
      naval mines on board minelayers do not fight if attacked, only ones that have been dropped off do (and naval mines may not ever enter land territory)(mines could be a 0/1/0 unit, or they could have special rules, that when they hit they also die, and the enemy unit does not roll against them, and that they only roll once)(1 mine per sea territory, and this counts towards the number of friendly units that can enter that territory)(each side can not purchase more mines, they start with some minelayers full of mines)
      I would also like to implement neutral convoy zones that can be taken and captured by the powers (with the PUs going to the power who owns it, rather than simply being denied to the original owner.  just like land territories)(the non-neutral convoy zones, ei the convoy zones that start off being controlled by one power or the other could also switch to these rules, or they could remain with the current rules, that if there is an enemy sitting on them the PUs are not captured but simply denied to the original owner)

      i believe the amount of PU production per turn per player will be approximately enough to buy 1 of the nations best naval units (and therefore, could alternatively be used for 2 of a mid-range unit, or 3 of a crap unit).  And that the vast majority of it will come from convoy zones.  I am thinking each power will earn around 20-30 PUs, with 15-25 of it from convoy zones / sea zones.

      these aren’t hard and fast rules for units, but estimate that
      each attack or defense costs 2 PUs
      the first hit point costs 2 PUs
      the second hit point, if there is one, costs 4 PUs in addition to first hit point
      the first movement cost is free
      the second movement cost, if there is one, costs 4 PUs
      transporting ability costs 1 PUs per slot (mines take 1 slot, Generals take 2)
      submersible costs 2

      naval units can not heal after btl round

      potential units:

      uk:
      Battleship 5/5/1/26 takes 2 hits
      UK Fast Battleship 5/5/2/30 takes 2 hits (can not be built)(fast b/c it was the first oil based bb, all others were coal)
      UK Battlecruiser 4/4/2/22
      Armored Cruiser 3/3/1/14
      Light Cruiser 2/2/2/14
      Destroyers 2/1/2/12 or 1/1/3/12
      Merchant Ships 0/0/1/8 (irresistible to subs, ie can see subs)

      germany:
      Battleship 5/5/1/26 takes 2 hits
      German Battlecruiser 4/4/2/26 takes 2 hits
      Dreadnought 4/4/1/18
      Light Cruiser 2/2/2/14
      Torpedo Boat 2/1/2/12 or 1/1/3/12
      Submarine 2/1/1/10
      Mine-Laying Submarine 1/1/1/12 with 4 slots
      Mine-Layer 0/0/1/12 with 8 slots
      Naval Mine 0/1/0/2 or 0/2/0/2 where if it gets a hit it dies

      If I can code for things to take 3 hits to kill, add 1 hit onto BB, BC, and dreadnought, and maybe armored cruiser.

      research on the sides:
      The Royal Navy favored larger guns, the Kaiserliche Marine favored armor.
      The Royal Navy had a better gunnery control systems, while the Kaiserliche had better a range finding system.  The Royal Navy communicated using Flags and Lights, the Kaiserliche communicated using Radio and was therefore much better.
      The Kaiserliche Marine had much better ammunition containment.  The propellant charges for the British were kept in silk packages, and were often kept in chambers between the magazine and the gun turrets, while German charges were in brass and kept within magazines.  
      German armour-piercing shells were far better, penetrating more often than equivalent British shells.
      Slight advantage to German ships, mostly due to their shells.

      The Royal Navy Grand Fleet by class:
      28x BB:
      Revenge Battleship x 2 (1914-1916, 8x15 inch guns, secondary 14x6inch guns, 4x21 inch torpedo tubes, 13 inch armor belt, 3-5 inch deck armor, 21.25 knots, displaced 28,000 tonnes / 31,000 full load, 5th class of super-dreadnoughts, 5 made)
      Queen Elizabeth Battleship x 5 (1913-1914, 8x15 inch guns, secondary 14x6inch guns, 4x21 inch torpedo tubes, 13 inch armor belt, 3-4 inch deck armor, 24 knots, displaced 27,500 tonnes / 33,000 full load, 5th class of super-dreadnoughts, 5 made)
      Iron Duke Battleship x 4 (1912-1913, 10x13.5 inch guns, secondary 12x6inch guns, 4x21 inch torpedo tubes, 12 inch armor belt, 2.5 inch deck armor, 21.25 knots, displaced 25,000 tonnes / 29,500 full load, 3rd class of super-dreadnoughts, 4 made, flagship of John Jellicoe)
      King George V Battleship x 4 (1911-1912, 10x13.5 inch guns, secondary 16x4inch guns, 3x21 inch torpedo tubes, 8-12 inch armor belt, 1-4 inch deck armor, 21 knots, displaced 23,400 tonnes, 2nd class of super-dreadnought, 4 made)
      Orion class Battleship x 4 (1910, 10x13.5 inch guns, secondary 16x4inch guns, 3x21 inch torpedo tubes, 12 inch armor belt, 4 inch deck armor, 21 knots, displaced 22,000 tons normal / 25,870 tons max, 1st class of super-dreadnought, 4 made)
      Colossus Battleship x 2 (1910, 10x12inch guns, secondary 16x4inch guns, 3x21 inch torpedo tubes, 11 inch armor belt, 4 inch deck armor, 21 knots, displaced Normal: 19,680 tons / Fully laden: 22,700 tons, 2 made)
      Netpune Battleship x 1 (1910, 8x12inch guns, secondary 16x4inch guns, 3x21 inch torpedo tubes, 10 inch armor belt, 2.5 inch deck armor, 21 knots, displaced 19,900 tons (22,000 full load), 1 made)
      St. Vincent Battleship x 3 (1909, 8x12inch guns, secondary 20x4inch guns, 3x21 inch torpedo tubes, 7-10 inch armor belt, 1-3 inch deck armor, 21 knots, displaced 19,560 tons (23,000 full load), 3 made)
      Bellerophon Battleship x 3 (1906-1909, 8x12inch guns, secondary 16x4inch guns, 3x21 inch torpedo tubes, 5-10 inch armor belt, 1-3 inch deck armor, 21 knots, displaced 18,800 tons (22,000 full load), 3 made)
      9x BC:
      Lion class Battlecruiser x 4 (1910-1912, 8x13.5 inch guns, secondary 16x4inch guns, 2x21 inch torpedo tubes, 9 inch armor belt, 1-2.5 inch deck armor, 27.5 knots, displaced 26,250 tons normal / 29,680 tons full load, flagship of David Beatty)
      Indefatigable Battlecruiser x 2 (1909-1911, 6x12 inch guns, secondary 16x4inch guns, 2x18 inch torpedo tubes, 4-6 inch armor belt, 1.5-2.5 inch deck armor, 25.8 knots, displaced 18,500 long tons / 22,130 long tons)
      Invincible Battlecruiser x 3 (1908, 6x12 inch guns, secondary 16x4inch guns, 5x18 inch torpedo tubes, 4-6 inch armor belt, 1.5-2.5 inch deck armor, 26.48 knots, displaced 17,250 long tons / 20,420 long tons)

      8x Armored Cruiser:
      Minotaur Armoured Cruiser x 3 (1906, 4x9.2 inch guns, secondary 5x7.5inch guns, 5x18 inch torpedo tubes, ? inch armor belt, ? inch deck armor, 23 knots, displaced 14,600 tons)
      Warrior x 2 (1905, 4x9.2 inch guns, secondary 6x7.5inch guns, 3x18 inch torpedo tubes, 6 inch armor belt, ? inch deck armor, 23 knots, displaced 13,550 tons)
      Duke of Edinburgh x 2 (1905, 4x9.2 inch guns, secondary 10x6inch guns, 3x18 inch torpedo tubes, 6 inch armor belt, ? inch deck armor, 23 knots, displaced 13,550 tons)
      Devonshire x 1 (1904, 4x7.5 inch guns, secondary 6x6inch guns, 2x18 inch torpedo tubes, ? inch armor belt, ? inch deck armor, 22 knots, displaced 10,850 tons)

      26x Light Cruiser:
      Active x ? (1912, 10x4 inch guns, 2x18inch torpedo tubes, 25 knots, 3800 long tons, 1-4 inch armor)
      C Class x ? (1913-1915, 5x6 inch guns, 2x3inch guns, 8x21inch torpedo tubes, 29 knots, 4700 long tons, 1-3 inch armor)
      Town class x ? (1910, 2x6 inch guns, 10x4inch guns, 2x18inch torpedo tubes, 25-30 knots, 5000 long tons, 1-3 inch armor)
      Arethusa x ? (1912-1913, 2x6 inch guns, 6x4inch guns, 4x21inch torpedo tubes, 28.5 knots, 3500 long tons, 1-3 inch armor)

      78× Destroyers:
      M Class x ? (1913, 3x4 inch guns, 4x21inch torpedo tubes, 34 knots, 1042 long tons)
      Faulknor x ? (pre-1913, 6x4 inch, 4x21inch torpedo tubes, 32 knots, 1800 tons)
      Marksman x? (1913-1915, 4x4 inch, 4x21inch torpedo tubes, 24 knots, 1600 tons)
      S Class x? (1916, 3x4 inch, 4x21inch torpedo tubes, 36 knots, 1075 tons)
      Acasta x? (1911-1912, 3x4 inch, 4x21inch torpedo tubes, 30 knots, 950 tons)
      Acheron x? (1910-1911, 2x4 inch, 2x21inch torpedo tubes, 27 knots, 800 tons)
      Laforey x? (1912-1913, 3x4 inch, 4x21inch torpedo tubes, 29 knots, 1000 tons)
      Talisman x? (1914, 5x4 inch, 4x21inch torpedo tubes, 32 knots, 1100 tons)

      The (Kaiserliche Marine) Imperial German Navy’s High Seas Fleet:
      16x Battleships:
      4 × Konig  (1914, 10x12 inch guns, secondary 14x6inch guns, 5x20 inch torpedo tubes, 14 inch armor belt, ? inch deck armor, 21 knots, displaced 25,390 long tons / 28,600 long tons)
      4 × Kaiser  (1912, 10x12 inch guns, secondary 14x6inch guns, 5x20 inch torpedo tubes, 14 inch armor belt, ? inch deck armor, 21 knots, displaced 24,724 tonnes / 27,000 tons, flagship of Reinhard Scheer)
      4 × Helgoland  (1911, 12x12 inch guns, secondary 14x6inch guns, 6x20 inch torpedo tubes, 12 inch armor belt, 3 inch deck armor, 21 knots, displaced 22,808 tonnes / 24,700 tonnes)
      4 × Nassau  (1910, 12x11 inch guns, secondary 12x6inch guns, 5x18 inch torpedo tubes, 12 inch armor belt, ? inch deck armor, 20 knots, displaced 18,570 / 21,000 tons)

      5x Battlecruisers:
      2 × Derfflinger  (1914, 8x12 inch guns, secondary 12x6inch guns, 4x20 inch torpedo tubes, 12 inch armor belt, ? inch deck armor, 26.5 knots, displaced 24,988 / 28,550 tons)
      1 × Seydlitz  (1912, 10x11 inch guns, secondary 12x6inch guns, 4x20 inch torpedo tubes, 12 inch armor belt, ? inch deck armor, 26.5 knots, displaced 26,600 / 31,200 tons)
      1 × Moltke  (1911, 10x11 inch guns, secondary 12x6inch guns, 4x20 inch torpedo tubes, 11 inch armor belt, 3 inch deck armor, 25.5 knots, displaced 22,979 tons / 25,400 tons tons)
      1 × Von der Tann  (1908, 8x11 inch guns, secondary 10x6inch guns, 4x20 inch torpedo tubes, 9 inch armor belt, ? inch deck armor, 27.75 knots, displaced 19,370 / 21,300 tons)

      6x Dreadnoughts:
      5 × Deutschland  (1903-1908, 4x11 inch guns, secondary 14x7inch guns, 6x18 inch torpedo tubes, 9 inch armor belt, 3 inch deck armor, 17 knots, displaced 14,218 tons)
      1 × Braunschweig  (1901-1906, 4x11 inch guns, secondary 14x6inch guns, 6x18 inch torpedo tubes, 9 inch armor belt, 3 inch deck armor, 19 knots, displaced 14,167 tons)

      11x Light Cruisers:
      Königsberg x ? (1914, 8x6 inch guns, 2x4inch guns, 4x20inch torpedo tubes, 27.5 knots, 6000 long tons, 2.5 inch armor)
      Gazelle  x ? (1900, 10x4 inch guns, 3x18inch torpedo tubes, 19.5 knots, 3000 long tons, 2 inch armor)
      Wiesbaden x ? (1910, 8x6 inch guns, 2x4inch guns, 4x20inch torpedo tubes, 27.5 knots, 6000 long tons, 2.5 inch armor)
      Pillau x ? (1913, 8x6 inch guns, 2x4inch guns, 2x20inch torpedo tubes, 27.5 knots, 5000 long tons, 2.5 inch armor)
      Graudenz x ? (1912, 7x6 inch guns, 2x4inch guns, 4x20inch torpedo tubes, 120 mines, 27.5 knots, 5500 long tons, 2.5 inch armor)

      61x Torpedo-Boats:
      Grobes x? (1914, 3x3.5 inch, 6x20inch torpedo tubes, 34 knots, 1000 tons)

      19x Submarine:
      Mittel U x ? (1915, 1x4inch deck gun, 1x3inch deck gun, 4x torpedo tubes, 16 knots surfaced, 9 knots submerged, 1000 tons)
      Type UB III x ? (1915, 1x4inch deck gun, 4x torpedo tubes, 14 knots surfaced, 8 knots submerged, 750 tons)

      ?x Minelaying U-Boats:
      Type UC II x ? (1915, 1x4inch deck gun, 2x20inch torpedo tubes, 18x mines, 500 tons)

    • VeqrynV

      TripleA back up and running

      TripleA Support
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      Z

      Read the part of Veqyrn’s link on hosting games.  You need to enable port forwarding.

    • VeqrynV

      Whats the best place to pre-order A&A Pacific 1940?

      Axis & Allies Pacific 1940
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      G

      That’s the reason why I try not to pre-order but wait until the shops get it.  By the time you add in shipping to the discounted pre-order prices, it usually costs more than MSRP.  Damn shipping.  To make it worth my while, I would need to pre-order like 10 to go below MSRP.

      Also coolstuffinc.com doesn’t offer free shipping to Hawaii or Alaska!

      Ebay sometimes is cheaper even with shipping costs, but you need to hunt for the bargains.

    • VeqrynV

      Carriers

      Axis & Allies Pacific 1940
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      VariableV

      @oztea:

      yea he made the best game he could
      im still going to enjoy it, and keep house rules to a minnimum

      I can live happily with how carriers work now, im going to keep a fleet with them at all times, but im dissapointed they dont work the way I envisoned

      Hey…we cant all get our way in larrys game…

      …but we CAN get our own way with HOUSE RULES! And Oz, you make a lot of great ones. I plan to try your carrier rules too and see what my friends and I like better.

    • VeqrynV

      Allied Strategy Discussion

      Axis & Allies Spring 1942 Edition
      • • • Veqryn
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      G

      Sorry friend, I am here only occationally (vacations etc) and I am really not a frequent player. I do not have time to play-test in any other way then in TripleA. You can find me there from time to time as Granada but I cannot host now.

      Regarding the Russian sub, you are correct. I have not inculded it because it survives only if you decide to submerge it during the R1 attack of German sub, fig and bomb on SZ2 before the fight. But it further diminishes the likelihood of the success in this particular battle. You cannot take the potential hit by the sub on it, which is good because it gives your battleship good chance to get at least one plane. If you keep the Russian sub in the fight the likelihood it would survive is about 60 %.

      If you include the sub to the R2 battle calculations in the SZ8, you are correct that it changes the odds for the defender in case of 2subs plus four planes on the German side. In case attacker has built a bomber R1 and still has three figs to hit you, the odds for him to win remain 66% with 1,7 units left.

      The fact is that the Germans must build a bomber R1 if they want keep the likelihood of Allies merging in SZ 8 with stronger fleet under 50%. R2 you really can prevent them to merge there and R3 you cannot perhaps prevent them to land some troops somewhere. You are perhaps right in that respect.

      Still the question whether the Germans will not get their planes to the point when they will sink some of your fleets especially if you decide to split it will be omnipresent and the dynamics of the sea battles in the Atlantic have definitely changed in their favour.

    • VeqrynV

      Just played my first game of 1942

      Axis & Allies Spring 1942 Edition
      • • • Veqryn
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      murraymotoM

      nice game.

      had my first game of 42, was the axis.  Did the Bomber buy 1st round, scared the UK with the new sub rules as the baltic fleet moved into the Atlantic.  Scared the US away till turn 3 from landing in Africa and was able to combine on turn 2.  Pulled back Japan’s navy, killed the Indian fleet, then turned back on the US Fleet.  On turn 4 I was able to destroy both US fleets in the Pacific and Atlantic and took Australia.  A few Allied troops in Africa and had left India’s IC alone except for buffering around it.  Turned on Russia through China and after suckering the allies into throwing everything at Caucaus after i left most of the German army out to dry there, 2 Jap tanks were able to blitz from Sinkiang to take Moscow.  Allies gave up as the Axis ruled all but the North Sea.  Not too wacky of dice, save the loss of my German SBR bombers over Moscow.  
       I haven’t played AA50 much, but I am lovin’ the naval rules applied here!

      gotta admit too that those new Russian ship sculpts are absolutely beautiful…sitting in the box never being used.

    • VeqrynV

      Difference between Revised and 1942

      Axis & Allies Spring 1942 Edition
      • • • Veqryn
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      djensenD

      Anything else important that will be in the FAQ? I’m thinking highlights or other oversights I might miss. I haven’t even read the rules fully. It all seems the same.

    • VeqrynV

      TripleA still up and running! Many players online.

      TripleA Support
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      soldaatvanoranjeS

      I may something crazy here, but playing and finishing a 12 hour game is something I actually only enjoy off-line… Nothing beats an all-nighter. Sure the wives don’t like it, but they’ll come to terms with it, you’ll see

      Nevertheless I agree on all remarks that shutting tripleA down is poor costumer management, as well as unnecessary from a sales point of view. (I even think that most TripleA-players not only have avg 3,5 AA boards at home, they’ll probably also have the hasbro cd-rom, which was a perversion of AA in my humble opinion - enough reason to assume an implied license I say)

      juh!
      :-D

      @SgtBlitz:

      WHAT. THE. F*CK.  Can we still play networked games on this thing with the latest client?  Cause I don’t think they can shut down that.

      Seriously?  HASBRO???  They made ONE super shtty AA CD-ROM game like 10 years ago and are shutting down ALL of TripleA because of it?  I cry bullsht.  AA50 is Avalon Games anyway, is the unstable AA50 client gonna be able to work???

      There’s like maybe 50 people online on TripleA at any given time, anyways!  Holy sh*t!  Like these people would be playing a game at home!  The ONLY way you’re going to be playing (and finishing!) a 12 hour Axis and Allies game is ONLINE!

      Where’s a link to a petition or something?  This is ridiculous, as there are MANY of the games available on the TripleA client that Hasbro has NO rights too!  I could see them trying to get Classic or Revised taken out but the whole client is just FOOLISH.

      Hell, how am I gonna participate in the ladder now, wanted to play matches over TripleA…

      Edit:  BTW, may I add I have CLASSIC, REVISED, AND AA50 SITTING IN MY CLOSET AT HOME.  GATHERING DUST.  TRIPLEA WAS THE EASIEST WAY TO FIND OPPONENTS AND GAMES.  THANKS A LOT HASBRO.  NEVER BUYING ONE OF YOUR PRODUCTS AGAIN.

    • VeqrynV

      Most useless technology?

      Axis & Allies Anniversary Edition
      • • • Veqryn
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      C

      I got super subs today against my son.  He laughed in my face.  :|
      I still beat him.  :evil:

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