• Okay.

    Bombers can act as air transports and carry up to 1 inf. If you carry a inf into a battle, the bomber does not get fire.

  • '19 Moderator

    TGM - it is a word document with text fields, but if you havent played it is probably a bad Idea. You will just have to comme to Phoenix some time and play a live game. :smile:

    If the rules are decided by monday I will get it started. I will agree with what ever yanny and cameron agree to.


  • Oh well, too bad. Maybe next time :sad: …

    And are we going to wait for the current tourney to finish up before starting this one?

    Consult Mini before approving the rules. The Axis deserve representation too! (Let’s no forget what happened last time we pissed the Japanese off…) :smile:


  • the rising sun will fly again.
    as i understand the rules are: RR, 2 hit BB no bid, 3rd additon rules, airbourne troops

    on anothor note i’m only home on weekends during the summer so thats the only time i can take my turns. but it should not be a problem with 5 of us.
    and if worse comes to worse i have a freind that can take comand of the empire of japan.


    “I will not kill myself for that Bohemion Cpl.”

    • Field Marshal Friedrich Paulus (speeking of Hitler the day before his serender of the 6th army at Stallingrad)

    “Where my horse trots no grass gorws”
    -Atila the Hun

    [ This Message was edited by: mini_phreek on 2002-06-09 12:13 ]


  • Mini, so where can we go to talk strats?


  • we will work it out some how.
    what’s your e-mail?


  • kkkk_jj@hotmail.com
    (Though it has been known to act up at time)

  • '19 Moderator

    Ok, as soon as each player confirms the following I will start it up.

    Union of Socialist Soviet Republics- dezrtfish@hotmail.com
    Deutchland- kkkk_jj@hotmail.com
    United Kingdom- camstanway@rogers.com
    Nipon Empire- mini_phreek@hotmail.com
    United States of America- yanbun100@hotmail.com

    1.Submerging submarines. Defending submarines can submerge or retreat from combat. A submerged sub stays in the same sea zone until after combat when it re-surfaces.
    2.Planes can retreat from an amphibious assault. Fighters and Bombers can now retreat from an amphibious assault if the battle is going poorly for the attacker.
    3.Multiple AA guns in one territory. You can now place multiple AA guns within one territory. However, only one of these AA guns can fire in a turn.
    4.New Naval units can be placed in an enemy-occupied sea zone. You can now place any of your naval units in a sea-zone that is occupied by enemy-forces. If you do this, combat will occur on your enemy’s turn – unless the enemy moves its units out of the sea zone before the enemy’s combat phase. Note: You still have to place naval units in sea-zones adjacent to one of your Industrial Complexes.
    5.Western Canada no longer borders on the Atlantic Ocean. This keeps players from being able to move units from the Atlantic ocean directly into Western Canada.
    6.When an aircraft carrier is sunk, the surviving aircraft on it can attempt to locate and land on a friendly island, territory, or aircraft carrier. These aircraft have one movement point to do so.

    Plus: Russia restricted, Two hit battleships and Airborne troops.


  • Can we get rid of Airbourne troops? That rule is annoying.

  • '19 Moderator

    It can go as far as I’m concerned, it only hurts me :wink:


  • it’s ok with me, with or with out it


  • Usually when I play, I need at least one zany rule that makes the game fun and entertaining (like paratroopers). It’s probably not going to be used often (if at all), along with a lot of the 3rd Edition rules (who in their right mind would buy extra AA guns?), but it’s just in there for kicks.

    Mini, e-mail any thoughts you have for our game plan. :wink:


    If I were a younger man, I would write a history of human stupidity; and I would lie down on my back with my history for a pillow; and I would make a statue of myself, lying on my back, grinning horribly, thumbing my nose at You Know Who. - Bokonon

    [ This Message was edited by: TG Moses VI on 2002-06-10 16:05 ]


  • i’m still in.

    and i like paratroopers - they actually force one to leave garrisons. and you are actually forced to pay attention to areas not on the frontline which often leads to superior play… aas long as you remember that the rule’s in place…

    how are we doing 2 hit BBs?
    -a&a:e/a&a:p style? ie first hit is automatically repaired at the end of battle…
    -or, 1st hit must be repaired and the BB is weakened in some way until it is…


  • Actually, BBs are repaired at the end of the turn in AAE/AAP.


  • i guess the paratroopers can stay, thats 3-2 majority rules.

    so can we get started

  • '19 Moderator

    I’ll try to get it started tomorrow.


  • On 2002-06-11 16:28, Yanny wrote:
    Actually, BBs are repaired at the end of the turn in AAE/AAP.

    hmmm… it does seem to say that… but we’ve assumed that it meant the end of a player’s turn, not a full game turn… in AAE/AAP it’s almost a moot point… although i suppose if it could come up if attacking a once submerged sub or newly placed unints while your ally is still in the sea zone… actually, as the axis start the game turn in both AAE/AAP, only once submerged subs would be an issue… or multiple attacks on an axis navy… sorry, i’m babbling - just thinking out loud…
    we should perhaps agree on timing before play…

  • '19 Moderator

    Also, I could use that setup you had in our game Cameron. As for timing I expect this to be a rather slow game an it realy doesn’t mater much to me, although I understand if some are concerned.

    By the way Dicey will e-mail the results of every roll to all five players.


  • You people better be posting updates of the game every once in awhile! (cuz I’d like to know how it progresses :smile:)


  • i meant the timing of the BB repairs. will we do it at end of player turn or game turn…

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