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    Topics created by bbrett3

    • B

      Let's talk Commandoes!

      Other Axis & Allies Variants
      • • • bbrett3
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      B

      @allboxcars:

      I’d add the rule that before using the piece, the owner must first loudly declare “I’m going commando!” to activate it.

      Commando attacks get +1 bonus for each opposing player who does a “spit take” in reacting to the announcement.

      lol
      In my play group it’s understood that someone is always going commando  :-D

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      Axis and Allies + RISK =???

      Other Axis & Allies Variants
      • • • bbrett3
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      B

      Thanks IL!  :-D

      My game group and I have been looking for a way to mix up the game types for a while

      Any other suggestions

      BTW: DOOGIE HOUSER MD :mrgreen:

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      Campaigns?

      House Rules
      • • • bbrett3
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      d142D

      i think that it is possible to play the game with alliances,

      each player start’s the game independently, alliances can be formed for capturing territories, or defending territories,

      if a player agrees to reinforce another player’s attack ( there is a house rule that allow’s player’s to reinforce for multi-national attack / ) or defence, the player’s concerned could divide the i.p.c. captured or held by negotiating the value among themselves,

      some thing like a free for all, with the idea that alliances could be formed,

      i would determine victory by last alliance standing / or a set number of victory cities

      player’s could form alliances, or go it alone,

      if you have lot’s of playing pieces, from other edition’s of axis and allies, you could have up to 10 player’s in a huge free for all, with alliances being made,

      if you lend some of your force to a player they would take command of that force, and it would be that plkayer’s initiative to send it back or use it, these forces could not be used to attack the same alliance, or their original power,

      they could however be captured, by the player that wanted the alliance, and used as hostages,

      i think that a rule set would be fun,

    • B

      Weird, but effective

      Axis & Allies Anniversary Edition
      • • • bbrett3
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      weirdest thing i’ve seen was in '41, the German turn went horrendously, ( I think they took the baltic states), because of this the Russian player wound up researching improved ICs, placed it in the far east, went through china, the Mid East and then wound up taking Libya with 5 tanks

      NOTE: It was the Japan players first time playing and the Russian player plays exclusively Russia.

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      Freak situation pt2

      Axis & Allies Anniversary Edition
      • • • bbrett3
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      Zhukov-wannabeZ

      Great topic!  I ran into this situation just the other day, and was clueless how to resolve it (I ended up just leaving it unused by the Chinese).

      I’m a newbie here, but an A&A old-schooler from 1985.  I’ll try not to bump old threads or ask any “asked and answered a month ago” questions during my newbie status.  I discovered these forums on Monday and have been reading, but there’s still a lot for me to get through.

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      Worth it?

      Miniatures (Original)
      • • • bbrett3
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      DuckyD

      This is the only type of these games I like… It’s very worth it. My recommendation for getting started is the 1939-1945 Starter Set, 2 1939-1945 boosters, 2 North Africa boosters, and 2 Eastern Front boosters. From there you’ve got 2 options depending on how you want to build up your collection. Order individual pieces online that appeal to you for specific reasons, or just stock up on boosters to build a generally large collection. Most locations that sell boosters are willing to barter with you if you buy a certain amount of them.

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      United Eastern front

      Axis & Allies Anniversary Edition
      • • • bbrett3
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      my strategy only really helps the Russians if  you’re not using NO’s it can buy be pretty effective if the Russians and Brits work well in concert and if you own the Baltic.I know some people send fighters but your basically shelling out 1/3 of your income on 1 unit that is probably gonna die. What I do is buy 2 inf 1 art and 1 tank which is a fairly powerful force for less than the cost of 2 fighters.

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      Freak situation

      Axis & Allies Revised Edition
      • • • bbrett3
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      losttribe04L

      @Krieghund:

      They can move them anywhere they like, as long as no sea movement is involved and there isn’t already an IC there.  Of course, if they’re too close to the front lines they run the risk of being captured.  Bear in mind that an IC can only be used to produce units if the territory that it’s in was owned by the USSR at the beginning of the turn.

      I was just thinking if Russia wanted to could they move there IC to Norway if they took it.  Then they would be some what sheltered from direct German assult and they would be aided by the UK.

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      German Navy Builds

      Axis & Allies Anniversary Edition
      • • • bbrett3
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      JenniferJ

      The German fleet is so useless that I don’t even bother blowing it apart on England 1.  Maybe England 3, if I have the fighters to spare and Italy’s already owned. :)

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      Push through Italy

      Axis & Allies Anniversary Edition
      • • • bbrett3
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      tin_snipsT

      that’s a good point, rockrobinoff. if there was some serious attempts at SBR’s on Italy’s already small economy, then the invasion through Italy becomes much more viable

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      The UK in the Pacific

      Axis & Allies Anniversary Edition
      • • • bbrett3
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      Black_ElkB

      I think the new turn (with J going before UK in both scenarios) order really works against a British Factory purchase.

      An Aussie IC seems doable, but I don’t know, its still feels pretty shabby as an island at only 2 ipc. I mean if you have to buy a transport, that’s only one other ground unit in the first turn. Unlike India or S. Africa where you can eventually get those tanks to Russia, Australia requires you to transport everything. It seems safer in 42 than 41 probably (41 feels risky to me, unless your transporting units from India to Australia in the first round), but in 1942 you have the issue of no starting fleet in sea zone 42, which make the whole investment seem a lot less worthwhile.

      If the UK was meant to have a second Factory they should have built the Colonial Garrison into the game. With all the other rules floating around, it would have been relatively simple by comparison. Its really the hefty price tag at 15 ipcs that kills it for me. If it was one extra factory for free, or all factories were only 12 ipcs, things would probably work out better.

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