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707
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Axis & Allies Miniatures / A&A Miniatures (Original) / Re: Facing and Shooting Question
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on: February 02, 2008, 01:29:13 pm
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1. Changing your facing is free as part of your movement. If you cannot move (say due to disruption) or if in the assualt phase you you opt to attack instead of moving then you cannot chnage facing.
2. Unless otherwise indicated on the card, all units can fire in any direction regardless of the facing. Units that have restrinction are noted on the card and usually state "Fixed Howitzer" or some similar special ability (or restriction as the case may be).
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711
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Axis & Allies Miniatures / A&A Miniatures (Original) / Re: Rules clarification
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on: January 14, 2008, 05:29:33 am
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I'll go a bit further with the Brummbar, because it is related to front-vs-rearer armour as well.
Your front arc is actually more like 178 degress, because the hex line that extends exactly perpendiclar (right-angle / 90 degrees ) on either side from your facing is actually to your side. In fact, in AAM, that exact line is the only shot that is the the side. Everything else is either in front or to the rear.
Of course, in AAM there is no "sdie armour" rating. Shot at the front use the front defense rating, everything else (including Cloase-Assaults) go against the rear defense number.
Why did I go into so much detail? It turns out to be an imporant tactic to swing your armour to that exact 90 degree line to:
1. Avoid the many fixed-howitzer in the game 2. Target rear armour, which can otherwise be hard to get to with slow-moving tanks
And don't forget, if you score twice the defense rating, you land a destroyed marker!
Mot
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713
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Axis & Allies Miniatures / A&A Naval Miniatures / Re: Any interest in War at Sea support for MapView
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on: January 12, 2008, 06:59:42 am
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The random islands might be hard to implement with the current version of MapView, depending on exactly how they are used.
Some questions:
Is there a maxiumum number of units in a hex (or square, though if each row of squares is offset by 50% then they are effectively hexes)?
Are there additional counters needed beyond what is used in AAM?
Same for arrows (if you are familiar with MapView)? For AAM, you have Move, Attack, Load/Unload, Defensive Fire.
If I am ever going to support WaS, I might as well do it while there is only one set out!
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715
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Axis & Allies Miniatures / A&A Miniatures (Original) / Re: Rules clarification
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on: January 12, 2008, 06:49:44 am
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I know this one, I asked something similar recently on the Avalon Hill FAQ page. Apparently there is a glossary definition in the rules somewhere that states that "If a unit ignores a hit counter, treat that hit counter as if it weren't there." All special abilities modify/bend normal rules in some way, otherwise they would'nt be call Special Abilities! In this case, SS-Haup is pretty much the Terminator and continues to grant initiative bonus and everything else until he is completely destroyed. Mot PS - If you want to see my question and the answer I received, it's here: http://boards.avalonhill.com/showthread.php?t=24630
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719
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Axis & Allies Miniatures / A&A Miniatures (Original) / Download links for the latest AAM Modules
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on: December 18, 2007, 05:48:14 am
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For those wanting to play AAM via Play-by-Post or Play-by-Email, here are the MapView module download links. These modules do not yet have all the units available from the 6 sets. If there is a unit you need, please post a request in the appropriate thread in this forum. The current module versions are v1.11Standard map configurations:Scenario map configurations:The files can be downloaded to any temporary location and then "installed" by going to the Tools menu within MapView. Alternatively for thoose who are more computer skilled, these files can downloaded directly to your "usermods" directory. You'll need MapView version 1.3.20 or higher to use these.The new install for this version of MapView can be found here: http://www.motcreations.com/downloads/mvsetup1320.msiIf you already have a version of MapView already, and you have other PBEM modules installed, be aware that you will need to migrate them to this new version. This can be done by using the Tools menu in MapView and navigating to your old Modules and Usermods directory to import them. You do NOT need to register your copy of MapView to use these modules.
I look forward to seeing you all in the Play-By-Forum section soon! Happy Gaming!
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