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    K
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    Posts made by killercelery

    • RE: Belated Intro

      Are you considering the introduction of generals in the official game?  I think that would be great!

      There could be some sort of rule where you can only have one general per army, and if you lose your general, there could be some drawbacks…

      Just a thought

      posted in Miniatures (Original)
      K
      killercelery
    • RE: Solider facing

      soldiers can’t be flanked, which is why they all have the same front/rear defense.

      I don’t have my rule book with me, but it clearly states soldiers can’t be flanked.

      posted in Miniatures (Original)
      K
      killercelery
    • RE: Damage question

      face up disrupted counters are removed BEFORE you flip the face down counters, so no, you can’t add a face up disrupted counter to any new face down counter.

      In fact, a disrupted counter never adds up with another counter.  So, if a vehicle has a face up damage counter, and in another turn it gets 1 hit, than you put a face down disrupted counter that will get flip during the casualty phase, and the vehicle will have both a face up disrupted counter AND a face up damaged counter, but it won’t be destroyed.

      posted in Miniatures (Original)
      K
      killercelery
    • RE: German Sniper

      I do my best

      posted in Miniatures (Original)
      K
      killercelery
    • RE: German Sniper

      you explained it yourself.

      Read carefully:

      T-26 : Face-up Disrupted counters aren’t removed from this unit at the beginning of the casualty phase

      Sniper : This counter isn’t removed at the beginning of the next casualty phase.

      posted in Miniatures (Original)
      K
      killercelery
    • RE: Defensive Fire

      right you are

      posted in Miniatures (Original)
      K
      killercelery
    • RE: Defensive Fire

      unless you move an infantry and the enemy if a vehicle.

      posted in Miniatures (Original)
      K
      killercelery
    • RE: German Sniper

      I guess some other guy in the tank could drive…… even if his name isn’t on the seat.

      But than who would fire…

      I understand the logic in your comment, but I think it’s too strong for a 11 pts unit who already has the highest sniper attack stats.

      posted in Miniatures (Original)
      K
      killercelery
    • RE: Vote for the best officer

      @General:

      Defensive fire occurs in the assault phase, too. Not just movement. READ THE RULES

      He’s right.

      posted in Miniatures (Original)
      K
      killercelery
    • RE: 7th-turn-draw…a puzzle

      I’d pick the axis with no hesitation.  The allied lack of infantry will be their doom!

      In the assault phase of turn 8, the allied will likely lose their IS-2, T-34/76 AND sherman leaving nothing but a T-34-85 that won’t be able to enter the objective hex in the 8th turn because of the T34-76.  If the allied player is able to kill the Oberleutnant in the objective hex, there is still another one and 2 SS-panzergrenadier.

      So, therefore, AXIS WINS!

      posted in Miniatures (Original)
      K
      killercelery
    • RE: What about….?

      yeah, don’t tell me, I lost a disrupted Chi-Ha to a russian PTRD-41.

      posted in Miniatures (Original)
      K
      killercelery
    • RE: Suggestions for my 100 point Japanese army.

      I’m not sure about the 47mm Type 1 anti-tank gun., I’ve used some and they never get to do anything on the enemy tanks, except the T-70, but it’s true it helps against transport vehicle and armored cars.

      posted in Miniatures (Original)
      K
      killercelery
    • RE: Movement and assault?

      WOW, I seem to have missed this one, I didn’t think units could move in the assault phase.  I played my first game with this rule and it changes a lot.  Thanks

      posted in Miniatures (Original)
      K
      killercelery
    • RE: German Sniper

      REALLY!?!?!?!?

      that’s just bad!

      the german sniper can than disable any tank with but a little luck (in fact, you don’t need luck since you statistically should succeed every time)

      I know the tank is still able to fire, but it can’t move and always has the attack and defense penalties…. I’ll continue to play it the way I am, which is the disrupted counter IS removed at its second casualty phase.

      posted in Miniatures (Original)
      K
      killercelery
    • RE: German Sniper

      at the beginning of the casualty phase, you remove every face-up disrupted counter, not only those of the current turn, so you should remove the face-up disrupted counter from the headshot at the next casualty phase.

      posted in Miniatures (Original)
      K
      killercelery
    • RE: No Vehicle Defensive Fire??

      ^^
      agreed

      but if you feel this rule should be different in your games, than make it a house rule that vehicle have defensive fire in front hexes against infantry…

      posted in Miniatures (Original)
      K
      killercelery
    • RE: Vote for the best officer

      it’s almost impossible to answer this, but I went with the oberleutenant.  But I think they’re almost all very useful.  The only one I don’t like is the commissar, simply because everytime I used his ability, it didn’t change anything, but I guess he’s good anyway because he’s cheaper than the cossack and he allows your nagants to move…

      When I first saw the SNLF Captain ability, I was pissed he could paradrop, and I still am.  But I recently realised that the SNLF captain can be deadly next to japanese mortar.  The mortar has seasoned crew which gives your enemy a -1 on cover rolls and the SNLF captain has pinpointer which also gives your enemy a -1 on cover rolls.  You can’t add up the same ability but you can add up the same ability effect.  So everytime you shoot with a japanese mortar that’s next to a SNLF Captain, if you enemy has cover, he needs a 6, which I think is very good.

      posted in Miniatures (Original)
      K
      killercelery
    • RE: German Sniper

      the +1 bonus applies to every attack the sniper makes, so yes, it applies to the headshot ability.

      posted in Miniatures (Original)
      K
      killercelery
    • RE: German Sniper

      I might be saying the exact same thing as DFlynSqrl but I’m not sure so I’ll give you me explanation.

      Phase    Explanation
      C          First player assault phase
      D          Second player assault phase
      E          Casualty phase
      NEXT TURN
      H          First player assault phase
      I          Second player assault phase
      J          Casualty phase

      So, if the sniper uses HeadShot on either phase C or D and succeeds, you place a face up disrupted counter which will not be removed in phase E, but in phase J.  If your vehicle gets attacked later in the same phase (C or D), then its defense is lowered by 1 and if the HeadShot was made during phase C, then your vehicle as -1 penalty to its attack in phase D.  If your vehicle receives 1 hit during the same phase it got HeadShot, then you place a face down disrupted counter.  After phase E, you manage the “HeadShot counter” the same way you would manage any other counter.  (Of course, if you end a casualty phase with 2 face up disrupted counters, you can remove the second one for it doesn’t change anything)

      posted in Miniatures (Original)
      K
      killercelery
    • RE: Question about Damage

      but if the tiger attacks the croc on the next assault phase (next turn), then the croc has a disrupted face up counter and its defense is 6 instead of 7.  which means, you must place an additionnal face down disrupted counter on the croc.  the only time you can destroy a vehicle without having 3 hits in the same phase is if the vehicle is already damaged (face up) and you score 2 hits on the vehicle in one phase, or if you prefer, 2 damaged counters = 1 destroyed counter

      posted in Miniatures (Original)
      K
      killercelery
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