Once I’ve built a german MiC in Argentina to attack Australia, as a result of a thorough test with AI opponents ;-)
And to stay with the by-topic: Germans in Canada/Alaska look odd, but it’s interesting to sort out were in Hudson Bay to land and which sea areas are out of reach for the US fleet.
Latest posts made by wicked_caitiff
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RE: "Magellans"
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RE: The Inherent Problem with Axis and Allies
Win by time is no victory 8-)
Usually, we discuss tactical mistakes and crucial points after the match: the way how a match is won even more important than who won. And usually, we never get that far because it’s already 6 am and we didn’t reach Korea yet… -
RE: The Inherent Problem with Axis and Allies
Dunno where’s the problem. I really like a “>50 TT / 90 Inf Finale” on the shores of Japan. Bought some extra dice though…
Honestly, it’s 4 vs. one. After an attack of 30 russian planes and the bombardment of some ANZAC BBs, the US can bring a huge invasion force built up in no time, and the UK can easily walk in if necessary. -
RE: Why axis and allies?
I have to admit I didn’t evaluate the market before choosing A&A, just played Europe first Edition once it in the noughties and took the chance to get it after thinking of it in the nineties while playing Shogun - but these games were hard to find in rural Europe without internet 20+ years ago…
And now I think: A complete Global setup table is a peace of art.
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RE: Which is better? europe 1940 or pacific 1940?
Do you prefer ships to tanks? than try Pacific.
If you like large land campaigns or live in Europe anyway, the European board is your choice.Finally you take both to be happy ;-)
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RE: Subs vs loaded carrier question
Still waiting for the 8.8 Flak (AAA) to get at least 1 defence against all attackers additional to their air capabilities ;-)
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RE: Transport Rules
Rulebook P2E, Page 13 (Chapter CM): If you are sharing a sea zone with surface warships (not submarines and/or transports) belonging to a power with which you are at war, this situation requires you to do one of the following:
• Remain in the sea zone and conduct combat,
• Leave the sea zone, load units if desired, and conduct combat elsewhere,
• Leave the sea zone, load units, and return to the same sea zone to conduct combat (you can’t load units while in a hostile
sea zone), or
• Leave the sea zone and conduct no combat.
Once these sea units have moved and/or participated in combat, they can’t move or participate in the Noncombat Move phase of the turn.According to the rules, 1-3 is combat move+combat, but 4 would be a non combat move.
Not sure if it would have been emphasised that the leaving takes place exceptionally in CM phase. Also the last sentence would be clearer if it stated “In all of these cases, units can’t move or participate in the Noncombat Move phase of the turn.”Edit: I have to apologize, this exeption is actually printed on page 12:
However, units can’t end their movement in friendly spaces during the Combat Move phase except in four instances:
(…)
• Units moving from a hostile sea zone to escape combat as their combat move.
A sea zone into which defending air units may be scrambled in reaction to an amphibious assault (see “Scramble,” page 15) may be treated in the same way as a hostile sea zone for this purpose.
So scrambling fighters also block NCM this way.Page 22 (Chapter NCM):
Transports can move to friendly coastal territories and load or offload cargo, unless they loaded, moved, offloaded, or were involved in combat during the Combat Move or Conduct Combat phase.
So this means having an enemy vessel in the seazone at the beginning of the turn does automatically mean battle activity for every naval unit in that SZ, including SSs. -
RE: Transport Rules
@WILD:
On page# 13 and 14 in the 2nd edition rule book it gives you the choices you have when you start your turn in a hostile sz (because enemy build a warship). These would all be done in the combat phase.
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4) Leave the sz and conduct no combat.Are you sure this has to happen in combat move phase? Rulebook does not state that in this paragraph.
Because if it doesn’t, there won’t be any problem in moving them in NCM with loading cargo after the SZ was made friendly in combat phase. -
RE: Minimum offensive firepower to overcome defense
Variation of that question: For it’s not only firepower, how many straw to burn should be within the attacking army? As Kreuzfeld already stated, the quality of the lost units is crucial for the firepower (and for the foregoing campaign, as I had to learn…).
Something like “deploy at least 50% of the number of defending units as affordable victims”? Or even 100%? It depends on the own firepower though… -
RE: Question regarding scrambling
@diabo:
some transports which he unloads in germany. except one guy going to poland.
One guy, i.e. Infantry?
You know a transport merely can disembark units to one territory per turn, which ends its turn immediately. So you can’t take a transport, ship one unit to Germany via SZ113 and sail on to SZ114 to put an infantry to poland.
You can’t even put one to Western Germany and one to Germany in the same turn from the same transport…
Just a reminder ;-)