• @newpaintbrush:

    2 hit AC is nuts at 16 IPC.

    Agreed.

    I have played with two hit carriers before, but they wouldn’t auto-repair at the end of a game turn.
    They would need to sit a turn at an IC to be repaired.  Same for BBs.

    Also damaged units could not be taken into combat.  Only defend.

    One other thing about the damaged A/C.  They would lose their capability to carry planes until repaired.

    There’s other rules used in conjunction with these, but these are the more important ones.  This are excerpts from a Second Edition Expansion set of rules from a Chicago gaming chain called Gamers Paradise.  We played these rules for YEARS…… until revised came out.


  • @Lucifer:

    ….
    Ofc, sometimes u …

    Sorry, but what does Ofc stand for… couldn’t get a google answer:

    http://www.google.com/search?hl=en&q=ofc

    I like the Old Farts Club link :)


  • Ofc= of course…?

    English is not may native language, as u probably have known by now :-)


  • @newpaintbrush:

    Look, you can’t just always buy ONE thing and have it ALWAYS be a good investment.  That just isn’t the way things work, in real life, or in a balanced board game.  Otherwise, the game becomes a total no-brainer.

    Also - bombers are NOT bad investments.  There are times and places for bomber buys.  You shouldn’t just stock up blindly on bombers, but you can’t ignore their power either.

    Well, if navies are “no good”, then why are you now saying you need to buy navy?  Why don’t you just stock up on ground units if they’re so good?  I mean, I don’t agree with that line of play, but maybe 13 infantry on US1 is a good idea.

    Well, Larry Harris wasn’t the ONLY person that helped make Axis and Allies.  There were others that contributed.  And obviously, SOMEBODY thought tech was a good idea, because it’s in both Classic AND Revised.

    As far as having something always be a good investment - see what I wrote above.

    2 hit AC is nuts at 16 IPC.

    I said that u have to move units to mainland, if u can read…
    Generally the best units compared with cost/ability are tanks, art, inf.
    All u have to do is to get these units to the mainland of afr, europe etc.
    Tactics is another issue.

    3 powers must buy IC or trannies to ship units.
    Apart from that naval units are not useful.
    But, if the opponent kills your fleet then u can’t move units to mainland…
    If the opponent does not attack your lone trans, or 4-5 trans together, it would be stupid to buy protection.
    I don’t regard trannies as naval units. Trans are a necessity to bring units from point a to point b.
    For discussions I guess it’s most convenient also to regard trannies as naval units, but I see trannies the same way
    as I see IC’s. And IC’s are not the same as tanks and infantry…? U can’t kill enemy forces or occupy land TT’s with IC’s.


  • So, to get it right, IL, you would like to see 1 AA shot per defending cruiser as opposed to 1 AA Shot per attacking fighter/bomber?

    yes if you also allow movement of 3. If movement is at 2 then id prefer the classic AA gun approach for cruisers.

    Battleships at 24 is horrible. Basically you are wasting money, because Carriers are better. But if BB’s goto 20, then Carriers and BB’s are very close buys overall. Also Carriers are too strong at 3 defense… that like a cruiser value. It should be 2… hence the ipc drop to 15 IPC

  • '18 '17 '16 '11 Moderator

    @newpaintbrush:

    Well, Larry Harris wasn’t the ONLY person that helped make Axis and Allies.  There were others that contributed.  And obviously, SOMEBODY thought tech was a good idea, because it’s in both Classic AND Revised.

    2 hit AC is nuts at 16 IPC.

    I’d go with the 2 hit AC if the price is raised to 24 IPC like Battleships.

    I also agree that technology is an integral part of the game.  It’s the only thing I don’t like about the leagues and tournaments here, no technologies!

    Look, in classic getting lucky with tech could win the game for you.  Not so in LHTR 1.3.  You get tech and you get an advantage, but you also get the technology you are aiming for and the tech can easily be beat back through tech on the other side or superior play.


  • @Lucifer:

    I said that u have to move units to mainland, if u can read…

    What, you know I can’t read!  I just have my secretary read these forums.

    Generally the best units compared with cost/ability are tanks, art, inf.
    All u have to do is to get these units to the mainland of afr, europe etc.
    Tactics is another issue.

    3 powers must buy IC or trannies to ship units.
    Apart from that naval units are not useful.
    But, if the opponent kills your fleet then u can’t move units to mainland….
    If the opponent does not attack your lone trans, or 4-5 trans together, it would be stupid to buy protection.
    I don’t regard trannies as naval units.

    Well, since it would be stupid for your opponent NOT to blow up your lone transport or unescorted transport fleet, then it is probably SMART to buy protection.

    Anyways, what you’re saying - if I understand correctly - is that you DO want to have a navy, but you usually want it to be of relatively little size.  Which is what I’m saying when I say that in different situations, different units ought to be bought.  So I think we agree on that, unless you don’t, and if we don’t agree, then I’m sure you can post and tell me so.

    Trans are a necessity to bring units from point a to point b.
    For discussions I guess it’s most convenient also to regard trannies as naval units, but I see trannies the same way
    as I see IC’s. And IC’s are not the same as tanks and infantry…? U can’t kill enemy forces or occupy land TT’s with IC’s.

    ICs and transports are different animals.  Transports can be taken as casualties in a naval battle, which is why J1 transport builds are far better in most cases than J1 IC builds.  ICs cannot move and are thus vulnerable to enemy attack.  ICs are vulnerable to strategic bombing (although this is of limited application in most games, it is a factor in, say, a German Rocket game in which UK puts an IC in India).  Transports need to be near an IC or at least transportable infantry to be of best effect, while ICs can be put in the middle of nowhere and pump units out.  Transports are more diverse, allowing (for example) infantry produced at Japan to be landed anywhere from Western Canada, Alaska, Soviet Far East, Burytia, Kwangtung, French Indochina, (and other various islands).

    Dictated but not read.  :roll:

  • '18 '17 '16 '11 Moderator

    @newpaintbrush:

    ICs and transports are different animals.  Transports can be taken as casualties in a naval battle, which is why J1 transport builds are far better in most cases than J1 IC builds.  ICs cannot move and are thus vulnerable to enemy attack.  ICs are vulnerable to strategic bombing (although this is of limited application in most games, it is a factor in, say, a German Rocket game in which UK puts an IC in India).  Transports need to be near an IC or at least transportable infantry to be of best effect, while ICs can be put in the middle of nowhere and pump units out.  Transports are more diverse, allowing (for example) infantry produced at Japan to be landed anywhere from Western Canada, Alaska, Soviet Far East, Burytia, Kwangtung, French Indochina, (and other various islands).

    Me thinks he would be happy if nations could just move X number of units to certain landing zones per turn.  Now there’s no pesky navies.  Who cares about those of us who like naval engagements because we can easily out maneuver people who are not well versed and win the game because he can’t get his troops anywhere.  It’s just much more simple to say American can ship X units a round, England X units, Russia X units, Germany Y units and Japan Y units, navies not required.

  • '18 '17 '16 '11 Moderator

    @nuno:

    @Cmdr:

    Who cares about those of us who like naval engagements because we can easily out maneuver people who are not well versed and win the game

    Or put in other terms,
    who cares about those who truly appreciate anything resembling REAL strategy!?… :lol:

    Exactly.  The naval portion of the game can win the game just as much as the air power issue.  Heck, let’s just dumb it all the way down to just tanks and infantry, then maybe some people will be more happy, since it’s so easy.  Tanks hit 50% of the time, infantry hit 20% of the time. (just make attack and defense the same, it’s too confusing if units attack and defend at different values.)


  • Or put in other terms,
    who cares about those who’s only comments have some lame excuse blaming different ideas and trying to make a bogus illusion of connection of these ideas and players who don’t understand the game over and over again?

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