Posts made by Yoshi
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RE: AA50 Rules Errata and Q+Aposted in Axis & Allies Anniversary Edition
Yes this is a valid move, since you may ignore a sub or a tranny when making your moves.
I believe Kreig has already answered a similar question in this thread, but I will admit I’m too lazy to find it ;)
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RE: AA50 Rules Errata and Q+Aposted in Axis & Allies Anniversary Edition
To my mind, at the point where the defender has only subs and trannies, and that you do not have any destroyer, then, the trannies are automatically dead if you stay one more round. That would mean that you have to fight the subs only one more round to finish the trannies.
So on your example, you could avoid round 4.
But this is only my understanding.
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RE: AA50 Rules Errata and Q+Aposted in Axis & Allies Anniversary Edition
Mandchuria and Kiangsu belongs to China, so that will be for Germany.
FIC belongs to Japan, so except if Tokyo fell of course, this comes back to Japan.
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RE: 2011 Find League Opponents Hereposted in League
I’m in for another 41’ game. PM me if interested
got enough proposition. Not searching anymore until I finish some.
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RE: 2011 Find League Opponents Hereposted in League
I’m in for another 41’ game. PM me if interested
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RE: Can Chinese move into USSRposted in Axis & Allies Anniversary Edition
and it also worth 18ipc for Japan.
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RE: USA spreading out in both pacific AND Atlantic.posted in 1941 Scenario
I think you have expended too much effort on trying to change China and stuff and not enough time trying to crack the problem that playing the Allies presents in AA50. There are solutions but they are not readily apparent.
Say them (without bid, of course)
a44 already gave some of his ideas there.
http://www.axisandallies.org/forums/index.php?topic=16781.0
I believe that this approach is quite good.
But generally, I think that this game requires a lot of adaptation since the number of dices involved in round 1 by the japanese and german attacks make a lot of games different.
For instance, having succes in all their attack for Japan and Germany does not have a high probability…
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RE: The Official "Looking for AA50 Opponents" Threadposted in Find Online Players
Looking for a AA50-42 game +NO -Tech.
As I need to work my axis play, I’ll take them.
PM me if interested.
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RE: 2011 Find League Opponents Hereposted in League
My league game has just finished, so I am searching a new one. Conditions are still the same :
Tech or not as my opponent will prefer.
For sides, I do not have a major preference, let discuss that on pm with anyone interested.
I generally can play one turn a day, but I travel sometimes (which slow me more or less), and until I am in the tournament, it has the priority in case I have time for only one round.
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RE: How to create action in the pacificposted in Axis & Allies Anniversary Edition
From the FAQ :
Q. When the rules refer to the original controller of a territory, do they mean the controller at the start of the scenario or the controller printed on the map?
A. The controller printed on the map. The original controller of a territory is the same whether you’re playing the 1941 or 1942 scenario. China is considered to be the original controller of Manchuria and Kiangsu, and Japan controls these territories as an enemy power at the beginning of both scenarios -
RE: 2011 Find League Opponents Hereposted in League
So I’m playing with chariot. Therefore, I do not search anymore game for the moment.
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RE: 2011 Find League Opponents Hereposted in League
Since my game with Mojo is finished, I can take one new 41’ game.
Tech or not as my opponent will prefer.
For sides, I played one game with both until now, so I do not have a major preference, let discuss that on pm with anyone interested.
I generally can play one turn a day, but I travel sometimes (which slow me more or less), and until I am in the tournament, it has the priority in case I have time for only one round.
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RE: Bid of 7 - place in East Indies?posted in 1941 Scenario
Of these I like the East Indies bid a bit better because that gives a 9 ipc swing with the NO taken away from Japan.
Japan can also take New Guinea instead… (the tranny can be protected by the cruiser if you want to)
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RE: Tech via a Point Systemposted in House Rules
Disadvantages of the System
1. One disadavantage I see, is that players can still “buy” a Tech in one turn. If a player is planning an attack and needs a certain Tech to help it succeed, he can spend enough IPC to pretty much guarantee that Tech, which of course is cheived instantly. This can be gamebreaking especially when capitals are involved.This one can be easily managed by using the idea given a little before : it is sufficient to delay the activation of “big” techs at the end of the turn if all the rolls have been bought this turn.
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RE: Tech via a Point Systemposted in House Rules
Yes, the idea is quite good.
I think the main point is about techs which allow to increase your attack directly. So mainly LRA, paratroopers, heavy bomber (maybe less now that they have been reduced a lot by the new faq), mech infantry, and at a less level adv artillery, super subs and jet fighters.
For the others, it depends of the investment you need (for instance, one of the other tech at 13+ points, I do not think that a lot of people would invest 15ipc to get it in one round, so it should not change a lot of things). If it can be achieved in two rolls, this means that the tech is not so much powerfull, so delay the tech reduces again the interest people could have for it.
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RE: Tech via a Point Systemposted in House Rules
even with 20, you have 96% to get it with 8 dices…
But I agree that this numbers should not be too low. Tech games may involve a lot of money invested in tech, and reaching 20 is not such a big deal for instance (in average, this is 10ipc in 3 turns).
When a nation is earning around 50 a turn, it can be a good strat to invest 10ipc a turn in tech…