I’m pretty sure I’d only buy it if it were separate from the original game… I can’t think of any way to incorporate the ground war mechanics in a sensible way. Actually, I’d buy it anyway cause I’m a naval nut, but I’d use my own rules.
Latest posts made by MidnMike
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RE: Axis & Allies Naval Miniatures
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RE: Axis & Allies Naval Miniatures
I’ve actually worked out a more or less complete ruleset for how I would implement A&AM Naval, just need to get around to play testing it… Aircraft are the sticky wicket when it comes to making rules for this kind of game, because the scale of their movement speed is just so hard to reconcile with the scale of the ships’ movement speed. A&AM has gotten around this by just instantly placing aircraft where they’re wanted and then removing them at the end of the turn, but in a naval game you can’t just eliminate the route to the target, because you’ve got to be able to set up fighter intercepts, AA picket ships, and possible routes around these defenses…
I’m hesitant to actually post what I’ve come up with though, cause wouldn’t ya know that would then just happen to end up being the rules for the actual game and I’d never see a dime :wink:
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RE: Axis & Allies Miniatures Set 3: Contested Skies
So I was just thinking… not only for aircraft but for pretty much everything, if you win the initiative roll, isn’t it better to let your opponent go first? That way you get to see what he’s doing, see what he hits/misses, and coordinate your actions accordingly.
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RE: Axis & Allies Miniatures Set 3: Contested Skies
Ok, so it seems that the rules are the same for aircraft attacking aircraft as for any other unit attacking aircraft… I guess that’s alright, after all a stuka had to have SOME chance of shooting down a mustang, but the antiair special on the mustang gives it the appropriate edge in the dogfight… The thing I still don’t really like that much is that in order to effectively send a fighter after an enemy plane you want NOT have the initiative, so that you can see where he places his aircraft first. Don’t know how to fix that really, maybe if fighters were given another special that gives them extended range vs aircraft so that it’s not quite as important to place your fighter right by the enemy plane…
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RE: Axis & Allies Miniatures Set 3: Contested Skies
I’ve read those rules and I don’t see anything specific to aircraft vs. aircraft attacks… Does this mean that it’s just treated the same way as all other units attacking air? And then does that mean that it helps to NOT have initiative if you want to send your fighter against an enemy’s plane (because you would get to see where he places it, and then place yours next to it)?
My point is that if there aren’t specific rules to deal with air to air combat, there should be. A Stuka shouldn’t outclass a Mustang in a dogfight simply because the Stuka has a high attack value due to its anti-ground capabilities (I realize the mustang’s stats aren’t out yet, just giving a theoretical example).
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RE: Anyone run into game stores that open and re-glue boxes?
Thanks, that makes me feel better about my purchase :-D
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RE: Axis & Allies Miniatures Set 3: Contested Skies
I read the rules but I didn’t see anything specific to attacks from one plane to another… Does that just work the same as any other unit attacking a plane? Are planes assumed to have the antiair SA?
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RE: Axis & Allies Miniatures Set 3: Contested Skies
So how does air to air combat work? Do planes use their anti-soldier attack against each other? Does having initiative basically mean the enemy is guaranteed to be able to place his fighter right by your plane to shoot it down?
IMO, there should be a seperate attack value for aircraft to use against other aircraft… Otherwise you have to either make bombers less effective than fighters vs. infantry, or deal with bombers being as good or better at shooting down planes than fighters, and that just doesn’t make much sense…
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Anyone run into game stores that open and re-glue boxes?
I recently bought my first starter set from a game store near me, and I noticed when I opened it that the top appeared to have been re-glued (the glue was weak, and once opened I could see that the glue was in large swirls like it had been squeezed from a tube, not like the typical machine gluing you see in packaging)… Nothing was missing from my set, and it did include my one guaranteed rare (got a KV-1), but then I imagine it would be hard to steal a mini from a package since the cards are all in one sealed bag together… Is it a common practice for game stores to open boxes to check for extremely rare pieces and then re-glue them shut if they don’t find something they could potentially sell for more? If so, how can I go about finding an honest dealer? Am I relegated to buying direct from Avalon Hill if I want to have my fair chance of finding very rare minis?
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RE: Norfolk, VA
Heh, that’s ok, I haven’t even had a chance to develop skills to get rusty, since the only people I’ve ever played with are friends that I just nagged into a game and weren’t really into it…
I’ve actually been thinking later about forming a strategy gaming club in the area once I’ve found some people with the same interest, since I’ve been looking and haven’t found one in the area…
Send me a PM if you want to play sometime, first place that springs to mind to set up a game is central library in va beach; they have conference rooms there with nice big tables that are almost never in use and open for anyone who asks. There’s also this store that I’ve seen on Little Creek Rd in Norfolk called Campaign Headquarters that I’ve been meaning to stop into, perhaps they have gaming nights there! This goes for anyone else in the area who happens to read this… a 3 or 4 or even 5 person game would be awesome!