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.
Posts made by Der Leiter
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Newmarket, Ontario: Looking for players.
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RE: Axis & Allies Wiki Reaches 2,000 articles
Congrats on 2000 (and 25).
… and hundreds of ads per page. Oh, that’s just wikia. :wink:
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.
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RE: 2007 Newbie Q&A
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.
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RE: Lots of Questions
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.
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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.
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RE: Hospitals
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.
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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.
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RE: 2007 Newbie Q&A
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.
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RE: 2007 Newbie Q&A
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. -
RE: 2007 Newbie Q&A
That’s a “Can’t Trumps Can” kind of thing I guess.
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.
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RE: 2007 Newbie Q&A
The NCO improves medium range from 2-4 to 2-6. But either way a PPSh is still restricted to firing at ranges of 2 or less due to the limited range.
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RE: 2007 Newbie Q&A
The T-35 says it can make two attacks, one must be a unit in front, one a unit not in front. How many attacks can ut make against unit in the same hex (distance 0)?
Front or Rear arcs never include the hex you are in or those directly to the left/right (ie blue on the image below).
Since the T-35 is allowed one attack that is not in the front, as opposed to a rear attack, it can have one shot at range 0.
[attachment deleted by admin]
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RE: 2007 Newbie Q&A
These are the official rulings:
Disembarking into an Overstacked Hex
If a disembarking unit would break the stacking limit you must put it in the nearest legal hex of your choice.Disembarking & Movement Rolls
This is still considered movement so does require a movement roll if applicable (eg the hex you are disembarking into is across a stream).
If the roll is failed the unit remains in the transport, but counts as having moved. You also cannot disembark units into terrain types they can’t normally move into (eg you can’t infantry into a pond, or units with Thin Wheels into a marsh/across a stream.Disembarking & Defencive Fire
Disembarking triggers defencive-fire. If a unit disembarks into an overstacked hex but is hit by DF in that hex, it remains on the transport. The usual rules and limitations to DF still apply, eg tanks can’t DF against infantry unless they have an SA that specifically allows it. -
RE: Un-Bending Ships
My Japanese destroyers belong to the imfomus banana fleet… I entend to sink it with some hot water!
Oddly my Yukikaze did the same.
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RE: 2007 Newbie Q&A
You been on holiday DL? Hope you had a great time. I think Mot has been having a good time filling in.
Sorry, things have just been getting rather busy again. I’m making an effort now to go on the boards more though.
Can someone explain how you can use a unit with Gun Transport to move Large Artillery? I understand that you can start it loaded on the transport, but how do you unload the Artillery piece without exceeding the stacking limit?
Thanks for the help,
MotUnits don’t count against the stacking limit while being transported, but once the large artillery (or heavy gun) is unloaded it overstacks the hex; the unloading player must then place the gun in the closest legal hex; this will usually simply be an adjacent one in a larger game, but could possibly be 1 or more hexes away in a large and packed game.
It used to be that your opponent chose which hex the gun unloaded in, but this was changed some time around the D-Day set IIRC.
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RE: Un-Bending Ships
Minor bends seem to come out just by working them with my warm hands. I expect hot water will soften the tougher bends. In general I don’t think I’ve many I would consider to be badly bent.
I’ve only had two units very badly bent, and the hot water treatment fixed them.
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RE: Polish Units
Here’s my list for Polish units http://boards.avalonhill.com/showpost.php?p=222941&postcount=8
My older 1939 Poland is listed here under the scenario subforum.
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RE: 2007 Newbie Q&A
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You cannot target friendly units with an attack. The only way you can have friendly fire is with the blast or rocket salvo abilities which may hit everything in one or more hexes.
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Each unit can only attack one unit, so the vehicle would have to chose to attack either the enemy vehicle or the enemy infantry. However, Special abilities such as double shot and All Guns Blazing may allow for multiple attacks.
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If an attack on a unit originates from the same hex, you use it’s rear defence - which I believe is always worse (or at least equal to) the forward defence.
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Terrain blocks line of sight, and cannot be drawn through features such as hills or forest. If your target is behind even one forest hex you can’t see him.
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12 Boosters per case.
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There are of course many differences between the different sets, all of which are the same game. Contested Skies deals primarily with the introduction of aircraft and has a mix of different nationalities. D-Day introduces obstacles, but has a major focus on German, the US, and the UK; most other nations got few if any units. Finally Reserves deals with some of the more odd units, but also has nice staples and introduces support units.
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