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    ZeuSueZ

    @ZeuSueZ

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    Latest posts made by ZeuSueZ

    • RE: The Ultimate Tech Chart (36 TECHS)…

      @Guerrilla:

      I think everyone should get a free tech roll every turn…

      Mmm….I dunno - the issue in techrolls is that you use ressources that could be used to create more units, to - mayby - improve your units stats, so I’ll oppesit your idéa, but it’s absolutly worth the discussion…

      posted in House Rules
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      ZeuSueZ
    • Six new tech options?!

      Right now there are 2 ongoing discussions about mechnized inf (http://www.axisandallies.org/forums/viewtopic.php?t=2220)and para inf (http://www.axisandallies.org/forums/viewtopic.php?t=2267). Why don’t make this into a extended tech issue?

      In the standard rules there are 6 options, Jetpowah, Longe range air, hvybomy, super subs, industrial tech, rockets, why don’t add the choice to each roll, so you get to choose between 2 different tech when achiving a 6?

      Theese could be:

      1.) mechanized inf

      • If a blitz move is possible then each amr can bring 1 mechanized inf as support, simlpy by jumping on to the amr as they stride forwards,
      • The cost are 4 ipc and their combat stats are 2/2,
      • They can only ‘storm-move’ under the circumstances above, else it’s just 1 terr/turn

      2.) para troopers

      • Para troopers cost 4 ipc, and in each bomy there is room for 2 - of course the plane cannot bomb while carrying paratroopers
      • When they attack their suprised targets, they have a 50% chance to gain a suprise attack, that is described in the following: roll a dice on a 1 = +1 attack (1st and 2nd rounds) 2-3 = +1 attack (1st round only) 4-5 = no bonus 6 = defenders get +1 (paratroopers landed in wrong area)

      3.) extra capacity on AC

      • The AC can carry 1 extra fgt - still no bomys

      4.) super AA guns

      • The AA gun get’s 2 in their defence, instead of one
      • Stille only one/terr

      5.) dubbel shot on BB

      • To represent the massive firepower of this floating fortress the bb gets a dubbel shot, but else it’s under standard rules

      6.) place twice the amount as the IPC count says

      • Eg. a IC placed in india with this tech can produce 6 units each turn.

      So what do you say - is it to far fetched, og is it woth a diskussion for some extra house-rules?

      Personlly i’d like them all……not all mine idéas thoug.

      posted in House Rules
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      ZeuSueZ
    • RE: Paratroopers

      @MistaBiggs:

      I see nothing wrong with giving paratroopers a surprise bonus (in the 1st round ONLY). If anyone feels differently … why don’t you make the surprise factor rolled for – such as the following:

      1 = +1 attack (1st and 2nd rounds)
      2-3 = +1 attack (1st round only)
      4-5 = no bonus
      6 = defenders get +1 (paratroopers landed in wrong area)

      Just an idea…

      that might be the right way to introduce theese mofo’s - keep the price @ 3 IPC /each, but due to their superior skills, they pocess a 50 pct. chance to become the ultimate weapon when swifting down upon an unknowing enemy - just like the 101 on d-day……some landed just where they were ment to be…others miles off - giving them no superiority at all, again represented by the 50% chance with the dice…that might be just it 8)

      posted in House Rules
      Z
      ZeuSueZ
    • RE: Paratroopers

      @Samael:

      • If a bomber carrying paratroopers is hit by flak, roll a dice for each paratrooper on a 1 or 2, the paratrooper gets out safely, otherwise it goes down with the plane.

      ……and then they attack the terr where the AA gun is - right?

      I dunno about their increased attack - I’d rather say they attack on a 1, untill supported by amr and in that case 3 infs increases their attatck rate to 2 or less pr/amr unit, to represent their increased combatskills, of course when a Paratrooper dies, only other paratroopers can take their place besides the amr (still 3 each) and increase thier att. skills to a 2 or less, not standard inf……imho :wink:

      posted in House Rules
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      ZeuSueZ
    • RE: Need a strategy!

      @Zero:

      The individual strategy of your country is not as important as the combined strategy of you and your allies. Which ever team coordinates together the best will win the game. Your own actions will flow naturally to the best end of the group strategy. So get together with your fellow players at the start of the game and at regular intervals throughout to remain as well coordinated as possible.

      Thats (imho) the very essence in this game when setteling teams at the start, in my experince the the most experinced players should play the allied forces, since they need a very strong teamwotk, to gain the upperhand - where the axis can use their millitary superiorty to brack out of their ‘chains’ and reach eachother in the middel of asia - plz correct me if this assumption is way out =)

      posted in Axis & Allies Classic
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      ZeuSueZ
    • RE: My starting strategies

      @Kidhorn:

      ….Anyway, Germany will likely lose their transport in Southern Europe the first turn…

      Erhhh……perhaps you are in deep luck with the dices - but likley lose is to be a littel to optimistic, eh?

      Most likley Germany will attack EGY with 3 inf and 1 amour facing off against 1 inf and 1 amr - in theory this should result in a fairly GER victory (eg. 2 inf + the amr)

      Now the UK is left with 1 inf in SA, and 1 inf in Iraq (that imo should be transferred to india (using the tranny there) so that it would take JP a great deal to take out 3 inf and 1 fgt in a JP1 india-rush.

      AND an IC in SA is to my belif not quite as usefull as in india, whilst the indian IC can be extra secured with the surviving US tropps making it a perfect place to put 3 amr every turn, the first 3 amr should be used to - slowley - push the GR player back out in the sea, and the remaining to pressurise JP so that they won’t reach Moskow……

      If you place the IC i SA then your inf + fighter (including the US tropps) are sittingducks to the JP invasion of asia, and again the IC in SA is only covered by 1! inf the first round, making it worth a try for the germans.

      So if the UK should have a IC => put it in asia - imho

      posted in Axis & Allies Classic
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      ZeuSueZ
    • RE: Russian AA guns?

      @lnxduk:

      if you allow more than one aa gun in a region, then it works, otherwise, it’s not as good.

      Erh….besides from being ‘house-rules’ then the it would have the huge side effect, that you get to roll 2+ dices against every plane…making it very risky to involve any planes in a ground attack, but hey - it could bee worth the try to allow it :)

      posted in Axis & Allies Classic
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      ZeuSueZ
    • RE: (US) hvy bomy/long range - worth the effort?

      So the general idea is……to spend 1 perhaps 2 dices on tech i US1, and the 1 every turn until something usefull turns up, and the use some IPC to stress the JP fleet, and mayby even support the groundforces in either NE USSR or India/China?

      Another note here - assuming that JP does the Pearl Habor move in JP1 I preffer to move my cruiser and tranny to the atlantic theater, because JP useally don’t have more than 1 Amour og 2 inf along with it’s massive navy - therefore I consider a JP invasion unlikley on the Northamerican terr. due to US cabability to produce inf/arm quickley, together with the small UK garrison (1 inf and 1 arm) - so in time I place thes surving units around UK, instead og saccrificing them In a ‘omaha-like’ attack on the surviving JP fleet? Or could they be used better?

      posted in Axis & Allies Classic
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      ZeuSueZ
    • (US) hvy bomy/long range - worth the effort?

      Well, as the topic says - is it worth gambling say 1 or 2 tech rolls in every turn from US 2/3 and forth, to gain the abbility to bomb the shit out of GR and JP?

      The reason I ask for your opinion is simpel:

      In my opinion US - when supporting UK, to stress GR (and then lower the pressure on USSR) - dosn’t have the ressources to gain water control over the Pacific, but will eveantually get hvy bomy to crush the JP fleet & eco, and afterwards crush the german eco, but some tend to belive that this kind of passive US play, is sending USSR to it’s death because not pressing JP enough in the pacific.

      If so - what should US do to avoid that USSR is overrunned by the JP forces in asia?

      [edit]spelling n’ gramma[/edit]

      posted in Axis & Allies Classic
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      ZeuSueZ