• sorry bout
    DiceRolls: 12@2; Total Hits: 612@2: (2, 4, 2, 2, 4, 4, 5, 5, 1, 2, 2, 3)

    DiceRolls: 2@4; Total Hits: 22@4: (1, 1)


  • see i lost 2 troops they lost twelve

    DiceRolls: 8@1; Total Hits: 28@1: (4, 1, 2, 5, 1, 3, 2, 5)

    DiceRolls: 5@3 5@2; Total Hits: 35@3: (2, 6, 6, 1, 4)5@2: (3, 6, 5, 2, 3)


  • DiceRolls: 5@1; Total Hits: 05@1: (2, 2, 3, 2, 5)

    :aaa 3@2 5@3


  • sorry

    DiceRolls: 3@2 5@3; Total Hits: 43@2: (2, 5, 6)5@3: (4, 2, 1, 1, 4)


  • and i won even though they still have a troop :-D

  • Customizer

    @knp7765:

    I don’t think he has an IPC price.  You can’t buy these coastal guns.  They only have them in the three territories he mentioned (Gibraltar, Norway and Turkey).  Whoever owns these territories automatically have the coastal guns.
    Plus, if an enemy power invades these territories, the guns are destroyed so you won’t have them the rest of the game.

    Oops - sorry for the delayed response.  Yes, these are not purchased, as the description implies - coastal artillery was largely outmoded except where terrain “funneled” ships.  It’s 5 territories they’re in, and they are destroyed if the territory is taken with a successful amphibious assault, not by a strictly land take over.  This form of coastal artillery house rule was specifically designed for AAA50, and fit nicely with the other house rules I linked to earlier… that’s why I wasn’t so sure about them working with global - you’d have to mod it, certainly put a price on them.  I’d make them the cost of AAguns… and have first time shots when an amphibious assault is taking place - but then you’d have to make it possible to destroy them with concentrated off-shore bombardments and strategic bombing raids.  And not only that… some coastal artillery was taken out in special ops missions… in short, we didn’t wish to make a whole new set of rules for coastal artillery. That’s why we limited ours, that and the fact that they solve some other rules issues in AAA50th.  In regard to making them mobile… that is a little too far fetched for me.  They were too big and heavy to be moved quickly, these monstrosities were made to shoot far out to sea.  And there’s also the fact of positioning, they often had to be placed in terrain that was very rough - whole fortresses were built around them. But at the end of the day… it is a WWII flavored game with some liberties so… who’s to say tech. didn’t go a different way I guess.  Whatever floats your boat - or sinks it.  :evil:

  • Sponsor

    After they were built they were moved on large flat bed train cars, but once installed, and where ever installed, they were there for good.

  • Customizer

    @Young:

    After they were built they were moved on large flat bed train cars, but once installed, and where ever installed, they were there for good.

    The majority of them yeah, except for the likes of those on Wake island or the Japanese ones on Betio.  But by no means were they mobile like field artillery or even AA guns.

  • Sponsor

    @Viracocha:

    @Young:

    After they were built they were moved on large flat bed train cars, but once installed, and where ever installed, they were there for good.

    The majority of them yeah, except for the likes of those on Wake island or the Japanese ones on Betio.  But by no means were they mobile like field artillery or even AA guns.

    So without getting too much into the difference between everybody’s coastal gun house rules, assuming that most major attributes of these units are the same. How much would you charge for 1?


  • 7-8

  • Sponsor

    @450thMSAF:

    7-8

    I like 9 or 13 because no other units have those prices.


  • i would say 9

  • Sponsor

    @450thMSAF:

    i would say 9

    So 450, lets go off topic for a moment. From what I gather you are an 11 year old who lives in NY, likes to play the axis powers, and can’t beat your dad. I never have time to play online games to their end and frankly I prefer to roll the dice myself, so I’m not offering a challenge. However, I’m interested to see how an 11 year old strategizes.That said, why don’t you give me a detailed description on how you operate Germany turn 1, and briefly state, what your short term plan is for them. If you allow me, I will give you a little advice, and point out any major issues.

  • Customizer

    Good one Grasshopper, let’s get him a victory.  :wink:

  • Sponsor

    @Viracocha:

    Good one Grasshopper, let’s get him a victory.  :wink:

    If you get beat by an 11 year old, I don’t care who you are…… there’s no living it down.


  • what about a 13 year old?

  • Sponsor

    @i:

    what about a 13 year old?

    are you asking for some advice about your strategies, or are you asking about the embarrassment level of losing to a 13 year old?


  • Funny, he stiil has not answered back!  My feeling on the guns, is if some players still believe them to be too powerful at a 1, then change the guns to only have 1 shot @ every two ships, rounded up.  Ex, 3 ships - 2@1, 4 ships - 2@1, 5 ships - 3@1, 1 or two ships,only one shot?  Cost - 9.

  • Customizer

    @Young:

    @i:

    what about a 13 year old?

    are you asking for some advice about your strategies, or are you asking about the embarrassment level of losing to a 13 year old?

    Eh eh eh eh eh… I think I was 13 when I first played actually, but it was against opponents of roughly the same age.  Ode to a great boardgame if its provided that many years of service!

  • Sponsor

    @Chiefredcoles38:

    Funny, he stiil has not answered back!  My feeling on the guns, is if some players still believe them to be too powerful at a 1, then change the guns to only have 1 shot @ every two ships, rounded up.  Ex, 3 ships - 2@1, 4 ships - 2@1, 5 ships - 3@1, 1 or two ships,only one shot?  Cost - 9.

    I don’t know how they can be too powerful when battleships can be tipped and still bombard.

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