@Craig:
That’s what I get for reading the MBs before having my coffee and taking my meds. :oops:
Craig
No way I think you are an official playtester, come clean Craig, you dont have Ann ed.
@Craig:
That’s what I get for reading the MBs before having my coffee and taking my meds. :oops:
Craig
No way I think you are an official playtester, come clean Craig, you dont have Ann ed.
@Cmdr:
I’ll attack the Russian carrier every time. I get a chance to eliminate the entire Russian Air Force and I can still kill the Battleship in SZ 13
Sorry for going off-topic but cant let this stand unchallenced.
Yes, Russia waste its air force, but Germany is cut off from African income, since UK/US now can land in Algeria in turn 1, and UK build a factory in Egypt, and move Indian navy + inf to make a strongpoint there
I don’t buy them only if I play with USSR…
Actuallly an traditional move here in Europe is to buy a carrier and a sub on Russia 1, and place them in Black Sea and land the 2 fighters on the carrier. Now Germany must choose betwen attacking this Red Navy or the Brit DD and Egypt. Either way the Med fleet, or Regia Marina as you put it, will not live long.
Get a grip people ! :x
Best German defense is to be agressive and attack and keep the initiative.
G1, buy 4 inf, 2 art, 4 tanks and always keep buing this mix until you reach Moscow
G1 CM kill UK BB and DD, get Egypt and occupie as many russian territories as possibe with inf/tanks
G1 NCM land 4 fighters in France and 2 ftr 1 bomber in Libya and prevent allied navy to anchor in Algeria. Then move Baltic navy to block any amphib trys from allied navys, and empty France and Norway.
G2 to G5 keep marching east to Moscow, and let two tanks secure income from Africa
Now this is the Norwegian take, the yankees may try to master bait you, sonny
I give you a + you give me a +
me too like being the bad guy
wow, wish I could give you a + karma but they are bound for my Hun
@Cmdr:
Yes, but the battleship gives you one shot. The two carriers + 4 fighters gives you 6 shots. That’s a vastly increased amount of damage vs the battleship.
No respect to your math.
If your US1 buy are two carriers and fighter, you get a fleet that roll 6 dice with 14 attack factors and 22 defend factors.
If your US1 buy are one carrier and one battleship, you get a fleet that roll 4 dice with 11 attack factors and 15 defend factors, and soack up the first enemy hit, and shore bombard Solomon so you wont loose your two infantry
Looks like AH already made molds of Commanders to the Minis, so we just need to collect them and cannabilize them for better use in Revised
http://www.wizards.com/default.asp?x=ah/aam/ah20060306c
ZhukovRommelYamashita
Anyone happen to know the size of this Minis compared to the Revised inf units ?
Also Tamiya made plastic generals in 5 different molds, and the right size
One more + karma to you Hun
I just postet a suggestion at HGD, and told Larry he could sell the Commanders as a Booster Pack that fits all the A&A games. This simple system will spice up Revised, Anniversary, Europe, Pacific, Bulge, D-day and any other game he makes.
The Booster Pack must contain spesific molds of the famous leaders.
Sovjet: Zhukov, Koniev, Rokossovskij, Thimoshenko, Tsjudsasevskij
Germany: Manstein, Rundstedt, Guderian, Rommel, Kleist, Kesselring, Model
Admiral: Lutjens
UK: Montgomery, O’Connor, Mountbatten
Admirals: Cunningham, Tovey, Somerset
Japan: Yamashita
Admirals: Nagumo, Yamamoto
USA: MacArthur, Eisenhower, Patton, Bradley
Admirals: Halsey, Nimitz, Spruance, Fletcher
Each land leader controll a Task Force limitet up to 12 units in any combination of inf, art, tanks and aircrafts. He rolls all the dice in one big roll, and then assign the dice to the units. All 1’s go to inf, and 2’s and 3’s to tanks and fighter. This system reflect that an intelligent and skilled leader will find better use of the dice.
And same in naval battles. An Admiral controll any combination of surface combat ships and aircrafts, limited up to 12 units.
12 units is a good choice because all A&A games come with 12 dice. But since Revised have 6 black and 6 white dice, maybe the limit should be 6 units then ? The need for a limit is playablility in big battles with huge inf stacks and rolling of 50 + dice. In big battles as Moscow, there could be any number of leaders in play. But each country have a limit on leaders available, so it wont break the game.
@Bunnies:
one applaud to IL, one smite to Bunnie
Yeah baby, hit me.
one applaud to IL, one smite to Bunnie
Welcome to the community, DJ7, you got one + karma from me as welcome gift. :-)
Hi Guderian
Build the IC on East Indies. This is an island so it is safe, and you can build 4 units each turn, and with 2 trannies move them to Africa or Australia or Persia.
@Cmdr:
I sure hope you are not talking to me
No way miss Russia, I was refering to the thread starter, who accidentaly changed the questions in the poll after I voted. Now my wote is given to Egypt, and I can assure you I have never build an IC in a contestet area or a Deadzone. I am not that retarded yet.
I wish the poll would include:
India (also known as Jewel in the Crown)
South Afrika (if you want to keep African income)
Australia (playing KJF)
Persia (the famous Persian plunge)
Egypt
Norway
You dont have a clue
one more + to you Hun, now you have three times more applauds than smites, not exacteliy what anybody would expect, now whould they ?
Thanks Frimmel and Yoper
OK, somebody said there are more info if you go to “Entry” in Boardgamegeek.
Any link ?
And where are "“Entry” ? I cant find it, man
I think this is the Tournament table
I’ll go out in my garage and make a deluxe-table, I can do this better, man