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    Der Leiter

    @Der Leiter

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    Best posts made by Der Leiter

    • Poland 1939

      POLAND CAMPAIGN


      BACKGROUND
      A week after the Molotov-Ribbentrop Pact was made, German forces invaded Poland on September 1st 1939. Promised Allied support never materialized, and on September 17th the Soviet Union invaded Poland from the east. By October 6th 1939 all of Poland was occupied.

      CHOOSING SIDES & BUILDING ARMIES
      Roll 2D6; the higher number is the Attack (GE or SV) and the lower is Poland. For a three player game the higher number is Germany, the lowest is Russia, and the middle is Poland.
      In a two player game the attack doesn’t have to declare what nation s/he is playing until deployment.
      Armies are built by purchasing units in Platoons; see below.
      For a two player game Army Sizes are 150 (GE/SV) and 100 (PO)
      For a three player game Army sizes are 200 points each.

      GAME MAP & DEPLOYMENT
      The defender creates the map using standard maps (Able, Baker, Charlie, Dog). There must be at least 5 town hexes on one map.
      Polish forces deploy first.
      German forces may deploy their units anywhere from the row of Bluff hexes, back.
      Obstacles may be deployed anywhere except on Beach-Sand hexes.
      For a 2 player game use a 2x2 map and standard assault rules.
      For three player use a 3x2 map. German forces deploy in the top left corner, Russians in the top right, and Polish in the bottom/middle.

      OBJECTIVES
      At the end of turn 7 players score 1 victory point for each town hex they control (ie no enemy contests it).
      Any contested or uncontrolled town hexes score 1 VP for the Polish player.
      The player with the most VPs wins. If Poland is tied for the most, they win.

      SCENARIO RULES
      Each side is allowed one Hero using These Rules.
      Polish forces may use a British Hero.


      GERMAN ARMY


      COMPOSITION
      Armour 25 - 50 Points
      Support 0 - 50 Points
      Infantry 50 - 100 Points

      For a three player game add +25 to the maximum of Armour & Support, +50 to Infantry.

      TOTAL: 150 (200) Points

      INFANTRY

      (25 Points) Rifle Platoon

      • 1x Wehrmacht Expert Sniper
        Ignore Headshot SA
        1x Light Mortar
        4x Mauser

      (50 Points) Rifle Company

      • 1x SS-Haupsturmfurher
        1x Wehrmacht Expert Sniper
        Ignore Headshot SA
        2x Light Mortar
        9x Mauser

      ARMOUR

      (25 Points) Panzer Platoon

      • 4x Panzer II C
        You may substitute L3/35s for Panzers

      (25 Points) Recon Platoon

      • 2x Sd Kfz 222
        3x BMW R75

      SUPPORT

      (50 Points) Luftwaffe Air Support

      • 2x Messerschmitt Me 110
        1x Messerschmitt Bf 109

      (25 Points) Mortar Battery

      • 1x Disciplined Spotter
        2x 81mm Mortar

      RUSSIAN ARMY


      COMPOSITION
      Armour 25 - 50 Points
      Support 0 - 50 Points
      Infantry 50 - 100 Points

      For a three player game add +25 to the maximum of Armour & Support, +50 to Infantry.

      TOTAL: 150 (200) Points

      INFANTRY

      (25 Points) Rifle Platoon

      • 1x Commissar
        1x Kuomintang MG Team
        5x Mosin-Nagant

      (25 Points) Grenadier Platoon

      • 1x Kuomintang MG Team
        5x Soviet Grenadier

      (25 Points) Cossack Cavalry Platoon

      • 6x Cossack Cavalrymen

      ARMOUR

      (25 Points) Tank Section

      • 2x T-26
        Ignore the Unreliable SA

      SUPPORT

      (25 Points) Fighter Cover

      • 2x Zero
        Treat as having 4/4 defence

      (25 Points) Mortar Battery

      • 1x Red Army Forward Observer
        2x 82mm PM-37 Mortar

      POLISH ARMY


      COMPOSITION
      Armour 0 - 25 Points
      Support 0 - 25 Points
      Infantry 50 - 75 Points

      For a three player game add +25 to each.

      TOTAL: 150 (200) Points

      INFANTRY
      (25 Points) Rifle Platoon

      • 1x Vickers MG Team
        2x BAR Gunner
        3x MAS Rifle

      (50 Points) Rifle Company

      • 1x Bold Captain
        2x Vickers MG Team
        3x BAR Gunner
        5x MAS Rifle

      (25 Points) Cavalry Platoon

      • 6x Cavalrymen

      ARMOUR

      (25 Points) Tank Section

      • 3x 7TPdw

      SUPPORT

      (25 Points) Fighter Cover

      • 2x Spitfire
        Ignore Agility SA

      (25 Points) Mortar Battery

      • 1x Concealed Forward Observer
        2x M1 81mm Mortar
        Treast Improved Indirect Fire as Indirect Fire

      (25 Points) AA Battery

      • 2x Bofors AA
      posted in Miniatures Scenarios
      Der Leiter
      Der Leiter
    • The Winter War

      The Winter War


      BACKGROUND
      The Soviet Union attacked Finland three months after the (official) start of World War 2, on November 30th 1939, beginning the Winter War. Because of this ‘illegal’ attack, the League of Nations expelled the Soviet Union from its ranks. Despite being heavily outnumbered, the Finnish forces held off the Russians, and in March 1940 a peace treaty was signed. Soviet loses were tremendous, and very little was gained from the war.

      CHOOSING SIDES
      Each player rolls off; highest plays the Russians, lowest plays the Finns.

      GAME TYPE & SIZE
      This is an assault scenario - use standard Assault rules.
      Soviet forces are 150 points, Finnish forces are 100 points.

      MAP SETUP
      The Finnish player selects one of the six standard maps in the Advanced Rulebook.

      OBJECTIVES
      No special/additional objectives.

      WINTER RULES
      All vehicles are -1 speed
      Ignore all roads except bridges.
      Non-artillery soldiers may treat water as clear terrain.
      Long-range attacks give the target +1 cover.


      FINNISH ARMY


      COMPOSITION

      • Armour     0 – 25 Points

      • Support    0 – 25 Points

      • Infantry 50 – 100 Points

      **INFANTRY

      (25) Rifle Platoon

      (50) Rifle Company

      (25) Partisans

      Treat these units as having the Partisan SA

      (25) Cavalry Troop

      ARMOUR

      (25) Vickers-Armstrong Tank Section

      Ignore Gliderborne SA
      When firing at vehicles use anti-soldier dice

      (25) Cavalry Troop

      SUPPORT

      (25) Anti-Tank Section

      (25) Company HQ


      SOVIET ARMY


      COMPOSITION

      • Armour 25 – 75 Points

      • Support 0 – 25 Points

      • Infantry 50 – 100 Points

      **INFANTRY

      (25) Rifle Platoon

      (25) Grenadier Platoon

      You may only have 1 Grenadier Platoon in your army

      (25) Cossack Troop

      **ARMOUR

      (25) T-26 Tank Section

      Ignore Unreliable SA

      (50) T-50 Tank Section

      **SUPPORT

      (25) Cossack Troop

      (25) Mortar Section********

      posted in Miniatures Scenarios
      Der Leiter
      Der Leiter

    Latest posts made by Der Leiter

    • Newmarket, Ontario: Looking for players.

      Just wanted to see if there’s anyone in the area interested in gaming on weekends. Tons of AAM, AANM, A&A 1914, plus other board/miniature games. For anyone playing Panzer Corps by email, I’m DerLeiter there as well.

      posted in Player Locator
      Der Leiter
      Der Leiter
    • RE: Axis & Allies Wiki Reaches 2,000 articles

      Congrats on 2000 (and 25).

      @djensen:

      … and hundreds of ads per page. Oh, that’s just wikia.  😉

      As long as they aren’t taking up half the screen and blaring music… or if they are then as long as adblock keeps blocking.

      posted in Website/Forum Discussion
      Der Leiter
      Der Leiter
    • RE: 2007 Newbie Q&A

      @Motdc:

      I believe this to be true, please confirm:

      When it says that SS-Haup ignores face-up disruption counters, it means all effects of the disruption counters including the normal loss of the initiative bonus?

      Mot

      Ignore means you treat it as if it weren’t there, so yes the SS-HSF still gives its initiative bonus.

      posted in Miniatures (Original)
      Der Leiter
      Der Leiter
    • RE: Lots of Questions

      @wolfmasterkouga:

      Another Question: Can Vehicles make defensive fire attacks?  :?

      Vehicles can make Defencive-Fire (DF) attacks, but only against other vehicles. Some units, such as the much maligned Italian M13/40 have an ability that allows them to DF vs infantry but this is far from the norm.

      posted in Miniatures Variant Rules
      Der Leiter
      Der Leiter
    • RE: Booster Draft!?!?

      I’m also an ex-magic player, and drafting interested me. I don’t recall in which version of the rules, but they do have drafting for AAM.

      Two Boxes per player is the standard, and roughly 70 points - this gives you a decentamount of units to play around with. This allows for low cost rares, eg Panzer II C, while usually not forcing you to play with everything you have. You simply use any of the units available to you, Axis/Allies doesn’t matter.

      I’ll have to dig up the rules to see if I’ve got it all right, I’m not 100% sure on the 70 points but I know it’s in the 70-80 area.

      posted in Miniatures (Original)
      Der Leiter
      Der Leiter
    • RE: Hospitals

      @losttribe04:

      Hey all,

      I hate making new topics left and right but I haven’t seen any thing like this come up before.

      Has any one toyed with the idea of a hospital? I haven’t played AAM very long do they even have medics? Just thought I would bring it up its a good debate any way even if its not a good idea to put into play.

      -LT04

      There are no medical units, and I’m doubtful (but not sure) that there will ever be any. They simply don’t fit the scale of the game, and if they were made would be rather… silly. A doctor isn’t going to be able to patch up a squad of soldiers enough to throw them back into battle in a minute or so. It’s just not… realistic.  That being said, it’s not a given that they won’t appear.

      For my 2c I’d rather not see them at anything other than perhaps a strategic level, for which you don’t particularily need a model.

      posted in Miniatures Variant Rules
      Der Leiter
      Der Leiter
    • RE: Overheat, Rapid Fire and Ammo Dump

      “…Because these are special abilities with a negative effect that have nothing to do with a plentiful ammo supply”, I may not reroll those 1’s."

      You get the re-rolls from Plentiful Ammo first, then look at the dice. If you had plentiful ammo and Guards crew from a T-34/85, you would get to chose which of the two abilities you used first, then use the second. After all that’s done you can then look at the results for your overheat, rapid fire, flamethrower, etc.

      posted in Miniatures (Original)
      Der Leiter
      Der Leiter
    • RE: 2007 Newbie Q&A

      @Motdc:

      Another question, when roads connect into one or more town hexes and then continue on, is the road considered contiguous?  Put another way, are there effectively roads IN all of the town hexes?

      Yes.

      posted in Miniatures (Original)
      Der Leiter
      Der Leiter
    • RE: 2007 Newbie Q&A

      @Motdc:

      OK, next question:

      I assumed that units cannot move through enemy units, but I quickly browsed the rules and didn’t see it spelled out.  Defensive fire aside, can units move through enemy units?

      Mot

      There is no restriction about moving through enemy units.
      However at the end of the unit’s movement, it must still adhere to the stacking limits. For example, your vehicle couldn’t remain in the same hex as an enemy vehicle.

      posted in Miniatures (Original)
      Der Leiter
      Der Leiter
    • RE: 2007 Newbie Q&A

      @Motdc:

      That’s a “Can’t Trumps Can” kind of thing I guess.

      @Motdc:

      I assume that a vehicle with No Turret can only perform Defensive Fire in it’s front arc?

      It’s not a matter of Can’t Trumps Can, it’s more that the two simply don’t interact. If the NCO gave +2 range then it may have allowed the PPSh to fire from range 2-4, but it doesn’t.

      Correct, remembering that the front arc doesn’t include the same hex or those directly to the sides.

      posted in Miniatures (Original)
      Der Leiter
      Der Leiter