According to his prices posted on this site, his pieces range anywhere from $5.00-8.50 a piece, with infantry being the most expensive, understandably.
Can I have a link to his site?
According to his prices posted on this site, his pieces range anywhere from $5.00-8.50 a piece, with infantry being the most expensive, understandably.
Can I have a link to his site?
That ALWAYS happens. What Alpha are YOU playing?!?!
WHAT ALPHA ARE YOU PLAYING? :-o
ANZAC, liberating JAPANESE occupied PARIS
empireman
when you’re done with R&R and they put you back in the front lines give triplea a try
I play Triple a all the time and its AWESOME!
There a topic below called “whats your most insane G40 game?” you could post there and not start a new topic, with the same topic.
Its a good thing they did not win! :-D
What if the atempt to kill hitler worked out? (The Last one)
I think we would be not as advanced, cause hitler killed every one.( Think if Hitler killed Einstien) Japan and Germany would be in a cold war…… When a World war 3 starts between them, end of story.
@Der:
I bought a timer for our next game but am not sure how to use it. My initial guess would be set it for 10 minutes and when it goes off the person must finish whatever he is doing currently and then collect income.
LOL
" Ok after this i am going to do a important move that will change the tide of the war, and make it impossible for the axis to win!" BEEEEPPPPP “ahhhh man”
Anyone? :?
@Uncrustable:
Railhead
WINNER
Cost: 12
HP: 5
Any SBR damage renders that railhead inoperable until repaired. Pay 1 IPC to repair 1 damage marker.
Each railhead has built in AA. (Similar to ICs and naval/air bases)
Each ground unit starting in a territory with a Railhead gets +1 movement in either combat or nonconbat moves. (Similar to air and naval bases respectively)
During non-combat move only; Up to 3 ground units may move from one undamaged friendly Railhead to another (one way), provided that there is a direct land route of friendly territorys between them.
One could move 6 units total between two Railheads during noncombat move. (3 each way)
I think these would be good values for a tank destroyer unit:
Attack = 2
Defense = 3
Move = 2
Cost = 6
Special ability = on a roll of 1, enemy vehicle MUST be a mech infantry or tank.So far I think we have 2 tank destroyers available to us thanks to HBG: the StuG III from his Axis Minors sets which will work for Germany and Italy (once we get the brown ones) and the M-18 from his US Supplement set. Of course, we will be getting more soon for France, Russia and Japan.
Take a good look at are winners….
@Axistiger13:
At the end of the game (it was going way too long) Japan occupied Washington and London but had lost their capital to ANZAC and Berlin had been captured by The Soviet Union. The only powers left in the game were Italy, USSR, India, China and ANZAC. Had the game kept going, the Japanese soldiers in London could have easily liberated Berlin.
Japanese in londen!? WTF?!
Can it be crazier?
No, It cant, well ANZAC liberating Japanese occupied Paris….
@CWO:
Here’s one possible answer:
That could happen, but I want every ones opinion.
@Der:
I bought a timer for our next game but am not sure how to use it. My initial guess would be set it for 10 minutes and when it goes off the person must finish whatever he is doing currently and then collect income.
LOL
" Ok after this i am going to do a important move that will change the tide of the war, and make it impossible for the axis to win!" BEEEEPPPPP “ahhhh man”
@Field:
Empireman, are you saying there is a difference between land units and armor units? You are wanting two different classifications? Naval units are on sea, Air units are in the air, land units are on land, and armor units are on ___?
I said never mind with that@Uncrustable:
Railhead
WINNER
Cost: 12
HP: 5
Any SBR damage renders that railhead inoperable until repaired. Pay 1 IPC to repair 1 damage marker.
Each railhead has built in AA. (Similar to ICs and naval/air bases)
Each ground unit starting in a territory with a Railhead gets +1 movement in either combat or nonconbat moves. (Similar to air and naval bases respectively)
During non-combat move only; Up to 3 ground units may move from one undamaged friendly Railhead to another (one way), provided that there is a direct land route of friendly territorys between them.
One could move 6 units total between two Railheads during noncombat move. (3 each way)
Yah thats a winner!
How about anti tank unit winner?
@Tall:
Empireman,
The “Brandon” guy is the BAD guy
–-----------------------------------------------------------------------------
Yes, Chad Coffman, a.k.a. “Allworkandnoclay” is my NEW PAINTER and is a near legend because of his awesome paint jobs. He is definately a good guy! I’ll give you an example below. Notice the red striping on the edges of the 3-color shoulder epaulets. And the Russian national insignia on the bases.
“Tall Paul”
Oh my gosh, how much did that cost? I think i will be buying some soon….
if france survives my group generally calls it an allied win and resets the board
LOL!!! :lol:
It’s amazing how reslilient Germ and JPN can be if their Air Forces stay pretty much intact.
Please, I dont wont to talk about the axis airforce. It brigs back bad memories :wink:
Im kind of confused, so there is 1 guy whi is good and the other guy is not so good? Right? :?
@Uncrustable:
For the purpose of my setup here, US cant total more than 17 IPCs (Starting IPC value of everynation)
And i wanted Hawaii and Alaska to be part of USAs starting territories,
Therefore 7, 4, 3 works perfectIn your style game, Empireman, 10, 6, 5 would probably work well. (50%)
yeah that would be even for your game and mine would be even in mine.