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    Posts made by captainhook

    • RE: 2nd Edition - Russia and China and DOW with Japan.

      Thanks for you input guys!

      posted in Axis & Allies Global 1940
      captainhook
      captainhook
    • 2nd Edition - Russia and China and DOW with Japan.

      Hey Guys, a quick rule question.

      What is the rule about moving Russian troops into China in the new edition? I can’t really find anything about it in the rules.

      I’m assuming that it declares war with Japan. In the old rules, if Russia declared war on Japan unprovoked, it would forgo a bunch of free units.

      What does declaring war to Japan with Russia do in the new rules? Does it affect Mongolia?

      Thanks

      posted in Axis & Allies Global 1940
      captainhook
      captainhook
    • Looking to buy AA Global1940 (any edition)

      Guys,

      I had to move countries, and could only take so much with me. Because of the sheer size and weight of AA Global I had to leave it behind.

      I am currently living in California, and I was wondering if anyone was selling AA Global (eur+Pac). It can be first or second edition, and can miss a piece or two, but definitely not too many!

      Please email me at felix.lahaye@gmail.com if you have a spare. 🙂

      posted in Marketplace
      captainhook
      captainhook
    • Americans in Paris

      From what I read, the Americans can go pretty much anywhere they want on the board, when they are not at war.

      It says that they enter war if they are attacked by the CPs, or if Germany declares sub warfare.

      So what happens if they have troops in say, Picardie, and the Germans attack it. Do they enter war or sit there idle?

      Thanks.

      posted in Axis & Allies 1914
      captainhook
      captainhook
    • RE: Denmark?!

      Thanks guys!

      posted in Axis & Allies 1914
      captainhook
      captainhook
    • Denmark?!

      Very quick question.

      About to play my first game of 1914 (very excited!!).

      Do you need to hold denmark to go through the straight? Or can the UK shamelessly invade berlin directly from London via sea?

      Even if it doesn’t succeed on turn one, if the UK starts contesting Berlin, can the germans still recruit in there?

      Thanks

      posted in Axis & Allies 1914
      captainhook
      captainhook
    • RE: Which rules to use?

      So, 2nd edition rules are basically the same as Alpha +3?

      posted in Axis & Allies Global 1940
      captainhook
      captainhook
    • Which rules to use?

      Hey guys, it has been a while.

      I haven’t played Axis and Allies in a loooong time (moved to a different country, took a while to settle in ect…), last time I played the latest and coolest thing was Alpha +3. Now I know that there is a new edition of the game.

      So should I used Edition 2, OOB rule, or Alpha +3 rules, for the best playing experience. Do they both have advantages/inconvenients?

      Thanks a lot!

      posted in Axis & Allies Global 1940
      captainhook
      captainhook
    • RE: Oil Centers in AAG40

      Canada has oil too!

      posted in House Rules
      captainhook
      captainhook
    • What do you defend with the European Axis?

      I see 4 possible moves by the European Allies into Europe:

      1-Land anywhere adjacent to France (Normandy, southern France, Holland, Western Germany).
      2-Land in Norway.
      3- Land in Rome.
      4- Can Open into Berlin.
          This one might not be as self explicit. It basically consists in the US landing in Denmark, allowing for the UK to   send transports directly into Berlin.

      I just lost a game to 4, out of…. forgetting. However, in most games, the Axis just tend to go for Norway, as it is often the least defended, since it doesn’t have an IC.

      My question is how do you defend against all of that at once? Do you simply admit that the axis will beat you in one theatre and just build a defensive stack, whilst hoping to finish off Germany quick enough?

      posted in Axis & Allies Global 1940
      captainhook
      captainhook
    • RE: Paratroopers

      I like that, the distinction between carrying normal and paratroopers. It is true that a plane could just take normal guy, land and have them get out of the plane. It requires more training to jump out of the said plane, whilst shooting your Thompson sub machine gun and smoking a cigar…

      posted in House Rules
      captainhook
      captainhook
    • RE: Paratroopers

      Well I think that if you don’t want to restrict the number of paratroopers, I think that you shouldn’t be able to use normal bomber for dropping purposes, and will need a special “no bombing” bomber, that is bought only for the purpose of carrying paratroopers.

      posted in House Rules
      captainhook
      captainhook
    • RE: Paratroopers

      Yeah, 3 might be a bit much.

      How about this:
      -Cost 4.
      -2 paratroopers per plane.
      -Can use a normal bomber to conduct a drop.
      -If the plane is shot, the troopers die with it.
      -Attack at 2 in the first round.
      -Cannot be supported by artillery.
      -Maximum 4 Paratroopers per side, at a given time.

      posted in House Rules
      captainhook
      captainhook
    • RE: Paratroopers

      I like the idea of limiting the number of paratroopers one side can get, otherwise I really feel that the board is going to become flooded with them. Think about it, if one decide not to use their special assault, they can ferry 3 units from germany to west Ukraine, every turn with one plane ( the plane going back to where it started from each time).

      We have to remember that paratroopers are elite troops, and limiting their number to 3 or 6 (1 or 2 loads), should represent that.

      posted in House Rules
      captainhook
      captainhook
    • RE: Paratroopers

      3 seems fair.

      Remember that they should be more expensive than regular infantry.

      My only concern with paratroopers is that they become such a crucial asset to Germany, if they want to sea lion, and when sustaining the russian front…

      posted in House Rules
      captainhook
      captainhook
    • RE: Newbie needs strategies

      @Guru03:

      My brother always beats me in the 1st round in A&A and i dread playing because of that. Can you give me some good allies and some good axis strategies to help me win?

      One thing you might have failed to realise is that the Allies are supposed to suffer heavy casualties in the early war, and then progress into winning in the long run.

      Think of the axies as the school bully who pushes the young allies around. Then in the long run the Allies go to college and become CEO of Goldman Sachs and proceed to dick on the over-cocky axies. If the Allies give up in the early stages, well they will never win, whilst if they stick to their guns and make the good investments and minimize their loss, they win in the long run.

      posted in Axis & Allies Global 1940
      captainhook
      captainhook
    • RE: Paratroopers

      @CWO:

      One thing to keep in mind is that, in the real world, paratrooper units lack both firepower and staying power.

      That is very true. A lot of optional rules aim at including paratroopers because they are so cool.

      However, they are more of strategic unit then an actual shock troop.

      I think that:
      -they should be bought first and then loaded in the plane.
      -They could only take part in an assault involving other land units.
      -Their tactical use should be represented by a “suprise attack” on the first round, just like submarines.
      -They cannot be supporter by artillery.
      -First round attack 2.

      posted in House Rules
      captainhook
      captainhook
    • Tide of Iron

      I was at my local boardgame store the other day and notice this gigantic box, with a lox of seemingly really cool pieces inside.

      I have also watched a bunch of videos and read the rules. The game looks like it is going to be a lot of fun.

      Has anyone here played it and coudl they tell me what they think?

      My only fear is that it feels a bit like playing warhammer when I was 15. I haven’t played a war tactics game since, and have only focused on AA-type strategy.

      Any thoughts?

      posted in Other Games
      captainhook
      captainhook
    • RE: Favorite country to use.

      Allies: UK.
      Axis: Japan.

      Overall… I think UK, although they sometimes have a really bad game.

      posted in Axis & Allies Global 1940
      captainhook
      captainhook
    • RE: What is the best strategy for Axis and Allies Global 1940? plz help

      I don’t think that buying only infantry is best, since it completely disallows counter attack.

      Also, and that is a question, aren’t ones odds of winning better with slightly less infantries and a couple tanks mixed in?

      posted in Axis & Allies Global 1940
      captainhook
      captainhook
    • RE: Trucks - 1942 edition

      You would need to ferry 6 infantries for them to be worth the cost of a mechanized, if they are to only carry infantry. I find that hardly doable.

      Carrying artillery does have value though. However, 5 Ipcs to speed up 1 artillery. That is a steep price.

      I think that they would be a balance unit, if their move was set a 2. However, I don’t see myself buying any.

      posted in House Rules
      captainhook
      captainhook
    • RE: Trucks - 1942 edition

      That doesn’t seem bad to me.

      Although, why don’t you use 1940-style mechanized infantry?

      posted in House Rules
      captainhook
      captainhook
    • RE: AXIS and ALLIES - DARKSIDE Rules Package

      Submarines alone should definitely not be allowed to siege.

      posted in House Rules
      captainhook
      captainhook
    • Vichy VS the Free French.

      I honestly got fed up of having a completely useless power on the board after a couple rounds. Although France did prove useful in one of my games (see my post here http://www.axisandallies.org/forums/index.php?topic=19166.60).

      Here is my Idea for a rule:

      Whenever the last territory on mainland France is conquered by an Axis power the Vichy regime is installed.
      Roll a dice for every European-board French territory.
      on 1-4 the territory becomes Vichy France, place a german marker upon it as well as a German infantry.
      on 5-6 the territory becomes Free France, place a French (free French if you own them) marker on it.
      The number of territory that can join either side is caped at 5 out 7, exlcuding French guinea.
      If French Guinea becomes Vichy, place a German marker on it but no infantry.
      French Indo China never becomes Vichy.

      Free France now behaves likes China.
      They can build only land units (of any type), and transports.

      posted in House Rules
      captainhook
      captainhook
    • Rules: Submarine Sneak Attack

      Ok, I really do feel retarded for asking that, and I am certain that it has been asked many times before.

      I will spare you the back story but the the question is the following:

      -Do submarines fire a sneak attack every round where a destroyer is not present, or only on the first round?

      • If the last destroyer is killed, do the sub get to fire a sneak attack?

      Sorry for that…

      posted in Axis & Allies Global 1940
      captainhook
      captainhook
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