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    Posts made by WILD BILL

    • RE: Carriers

      Its not totally useless. If you are attacked or make an attack in a sea zone next to your own naval base (NB), then you can soak up the hit and land your planes on the ground. Then on your turn the a/c is auto fixed (next to NB). Not ideal but it won’t cost you a unit, unless another enemy can attack you before your turn.  It won’t even cost you movement for your ftrs if you also have an airbase(AB) there. You can then continue out to sea or plot your next move. It is going to change some of the mechanics of the game on weather you take a/c into battle or not. In many cases the a/c would be left behind at a safe distance anyway so it won’t have much of an effect. How often do you take the carrier in when you attack Pearl Harbor, you don’t because you don’t want to leave much for a counter attack. Now that a/c has no attack value leaving it behind will become even more predominant.

      I didn’t like the whole 2 hit carrier thing when I first heard about restrictions to planes. I’m still not to sure about it. I personally think when hit, you should only loose 1/2 your capacity for air units, but that would have probably raised the price even more.

      Where 2 hit carriers will help more is when you have larger battles with multiple carriers and you plan on loosing a few planes. Then you might take in a carrier just to keep higher rolls in play in later rounds of the battle. Use it more for an expensive shield.

      I can’t wait to test it out. The Pacific is huge and the new bases will make naval war much more interesting. There will be much more planning involved for all the seas. When attacking, battles will reflect what really happened, as carriers wouldn’t be going into the fight normally, only there air units would. The 2 hits (although restricting) will show the difficultly involved in attacking/sinking those floating fortresses.

      posted in Axis & Allies Pacific 1940
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      WILD BILL
    • RE: AAP40 Live Game

      Correct me if I’m wrong but there are no neutral units. The units are printed on the map. When a neut is attacked you place enemy units there to do battle. The question would be which enemy units go there. Is each neutral assigned a power to swoop in.

      posted in Axis & Allies Pacific 1940
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      WILD BILL
    • RE: Rules Q&A

      Djenson,
      Thanks for clarifying the USA declaration of war.

      The convoy’s sound pretty cool from what I got from you and C.Yope.

      Keep up the good work, game on. 8-)

      posted in Axis & Allies Pacific 1940
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      WILD BILL
    • RE: France

      Yea, the US player will need something to do early in the game. Allowing him to control France would fill that void. I just hope he doesn’t get to used to getting his A$$ kicked.

      posted in Axis & Allies Europe 1940
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      WILD BILL
    • RE: France

      I thought that way too. My question (to myself) was what happens to the french units that are in Africa and other areas (I believe Larry said there would be French in Africa). Would they just be removed from the board.
      Maybe that is the incentive for Germany to attack France full force rd#1. If Paris falls rd#1 remove all French ground units in Africa and those territories become pro axis neuts. If Paris doesn’t fall rd#1 the blue stays and fight on as Free French.

      posted in Axis & Allies Europe 1940
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      WILD BILL
    • RE: Rules Q&A

      Regarding China, I agree with Omega. Can’t pass judgment on something I have not played yet. I know AA50 had flaws w/China, Larry even acknowledged it.

      When things calm down he might look in to a reprint of AA50 w/some minor adjustments regarding China, and put out a faq for games already out there. Maybe he is waiting for feed back on AA40 to see how it plays out. It could be a while. I really don’t see him budging on Chinese leaving China with the exception of adding Burma.

      AA40 has already addressed 4 of the major problems w/China in AA50.

      1. China can now fight in Burma.
      2. Flying Tiger is protected and will live past rd 1.
      3. China has a chance to build art to give it more attack abilities (via Burma road) along with the tiger.
      4. Limit removed from Chinese placement (no more 2-3 rule)

      There is progress, the glass is 1/2 full IMO not 1/2 empty (or maybe I’m just an optimist).
      I would also think in the global game China might be scaled back a bit as far as units at setup (hope not to much). It will be up to its allies to keep the Burma Road open and China in the game longer. UK & Russia should play a big roll, or at least they will in my games. China should not be a stand alone power.

      posted in Axis & Allies Pacific 1940
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      WILD BILL
    • RE: Rules Q&A

      Thanks Yope that that makes sense now.

      posted in Axis & Allies Pacific 1940
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      WILD BILL
    • RE: Rules Q&A

      djensen I was following your game on twitter.
      rd 2 UK declared war on Japan and attacked Siam.
      rd 3 Japan counter attacked Siam and also invaded the unprotected Dutch Isles. (do the English get control of these islands if liberated).

      At this point UK & Japan are at war, but the USA isn’t ? I thought that an attack on the Britts automatically brought the USA in to the war. According to your post the USA didn’t declare war till the end of its turn in rd3. Is that by rule or could the US made an attack on Japan or did they simply not have units in range. After that rd 4 Japan invaded Phil etc.

      PS: Thanks for your post and putting your first game online. I know it must be tough fielding all these questions. I try to keep mine on what your doing at the time. Krieg has been a big help answering questions so you can keep on doing what you need to.

      posted in Axis & Allies Pacific 1940
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      WILD BILL
    • RE: Rules Q&A

      djensen, can you (or Krieg) post the conditions of attacking convoys that you are referring to.
      It sounds like subs alone can’t attack a convoy zone, which doesn’t make sense, as subs did a lot of damage to merchant shipping.
      Do you announce a convoy attack in your turn or wait until you enemies turn (collect income phase).

      Finally if the enemy moves into one of your convoy zones and meats the above mentioned conditions, but you clear the zone in your combat phase then there would be no attack/payment right?

      posted in Axis & Allies Pacific 1940
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      WILD BILL
    • RE: Control Marker Styles

      Wow that would be an easy fix. You could even put the sticker on the underside of say the Italian marker and just flip it if/when they change sides. Could also work with the Vichy French/Free French in similar house rules.

      posted in Axis & Allies Europe 1940
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      WILD BILL
    • RE: The Dutch, Canadians, & French

      From the set up cards that Djensen posted, it looks like the Dutch Islands won’t be defended. I still think Japan will be able to invade them and collect income if they do it early (before UK/Anzac get forces there). I would think such a move would not bring the US into the war. We’ll have to wait til he posts the rules (or details of early moves in his weekend game) to find out for sure. I would think UK would take control when liberated (color on map as mentioned before).

      posted in Axis & Allies Pacific 1940
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      WILD BILL
    • RE: A.A. gun question

      We used a red marker to paint the tips of some old AA guns to denote rockets. We did it mainly to remember you have rockets. It really sucks when you forget to fire them, it happens every now and again. You could also paint them another color to denote radar.

      posted in Axis & Allies Anniversary Edition
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      WILD BILL
    • RE: A.A. gun question

      You’d have to talk to Field Marshal about that (color coded AA guns).

      posted in Axis & Allies Anniversary Edition
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      WILD BILL
    • RE: China Placement Question

      Yes you can split them. Be sure not to place any on a territory that already has 3 or more Chinese units on it at the time or AA rule enforcement will surly show up at your door. :wink:

      Now that you have signed up to this forum they know where you live. :-o

      posted in Axis & Allies Anniversary Edition
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      WILD BILL
    • RE: Best Scenario For Beginners

      Sounds like the next game will be more evenly matched. You should try to get a couple more players. Sometimes having a partner to bounce ideas off will help your strats, or catch little things you might have missed.

      posted in Axis & Allies Anniversary Edition
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      WILD BILL
    • RE: Europe

      Yea, France has been kicked around in nearly every major war. Many of those wars were on french soil, so I can see why they flinch at the notion of war. I’m just glad the war they helped win was our revolution, better late then never. Vive La France

      posted in Axis & Allies Europe 1940
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      WILD BILL
    • RE: Operation Sealion a Possibility with AA1940 Europe?

      Krump Steel, you must be referring to paratroopers. Germany would have to get a pretty lucky tech roll rd 1 or rd2, then I would say sea lion is a definite possibility. If you got paratroopers early and get to use them the round you get the tech (like AA50) then yea it could be like a sneak attack catching the UK off guard.

      That and a bit of naval build-up for bombardment, and more inf via transport with out tipping you hand. Germany should also start with a decent size air force to take on the Britts head to head. You should also still get the +1 ftr & tac bmr bonus too. Another thing to think about is the UK is an island and should start with an air base. It could use some of its island based air force to defend its waters, so what ever you bring via navy could be in store for a pretty good fight.

      I would still attack Paris first with Germany, maybe leave the mop up to Italy. Then if your in range go for it. Especially if The UK fails to protect itself, or make good use of its navy.

      posted in Axis & Allies Europe 1940
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      WILD BILL
    • RE: Best Scenario For Beginners

      Dermal, I was wondering how things went with your game last week. What scenario did you end up playing and who took what power. How many rounds did you end up playing. Is your friend hooked.

      posted in Axis & Allies Anniversary Edition
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      WILD BILL
    • RE: Lets Talk Paratroopers!

      Yea I also think you should pay 1 ipc per p-trooper.
      I like that you can only p-tp from an airbase. Having an air base assumes you will have transport planes. There could be a lot of air bases around however. A lot of your inf will now be 3 move units if you get this tech. Larry doesn’t normally make you pay for tech upgrades, so I wouldn’t think there would be a cost involved. I like his concept, but wonder if it will be overpowering.

      posted in Other Axis & Allies Variants
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      WILD BILL
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