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    F
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    Topics created by falconrider

    • F

      Question about using a friendly transport

      Axis & Allies Anniversary Edition
      • • • falconrider
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      scampbS

      Remember though, with house rules you can do whatever you want!

    • F

      My take on the new map.

      Axis & Allies Spring 1942 Edition
      • • • falconrider
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      R

      @Hobbes:

      Okrug = Russian/Soviet administrative division (like a province or a state).

      Yep.  I enjoyed the history lesson when I looked up “Evenki National Okrug” a year ago.

    • F

      What do you think of this mixed LL and dice idea?

      Axis & Allies Anniversary Edition
      • • • falconrider
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      B

      Ok to refute the argument on LL is less complex, um, there about the same.

      With dice you do what you do praying the dice don’t take a dump on you, sending in more units than needed is still wasteful because the dice could just take a larger dump on you.  With LL I have to be more aware of strafes, as well as cascading dice failure is a huge issue in LL, something i regularly expose my opponents too.  In LL I have true risk management when i send either a DD and a fig at that sub, or a DD and a bomber.  Or 2 inf and a fig to trade, or 2 inf and a bomber against that 1 inf.  2 inf + 1 bomb vs 2 inf in LL can turn into me loosing both inf, I still have your ‘risk management’ to deal with.

      With dice I just hope for the best, I have no true control over what the dice will do.  In LL i have to choose to send the extra units to ensure the result, or not to.  I cannot begin to tell you the number of battles that come down to that AA gun hitting, but they do exist.  Or the time when my DD+fig missed that sub and it hit, then sunk a tranny next turn.

      They are different styles, and neither is the ‘correct’ one, how about we all stop arguing over it.  Its like watching a political debate.

    • F

      How long should a game go for?

      Axis & Allies Anniversary Edition
      • • • falconrider
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      hakanH

      If one side play very aggressive and makes a do-or-die strategy, its often over after 4-6 hours. But if both are playing conservative, you often play at least 10 hours. After 10 hours, when our wifes are calling freneticly, we often decide together who would be ah probable winner, by the overall positions on the table.

    • F

      Fighters attacking question with nowhere to land.

      Axis & Allies Anniversary Edition
      • • • falconrider
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      KrieghundK

      Jennifer is correct.

      @Elmo:

      So, if the carrier was dependent on another battle to get to the pick-up zone, it would still be allowed?

      Let’s say the British put their newly purchased navy in z2 on B1 but left a destroyer in z6. Then this couldn’t block my carrier (from z5 purchased on G1) getting to z3 to pick up fighters attacking z2 on G2, assuming I attacked the blocking destroyer?
      Is this correct?

      Yes.  You can declare the movement of the carrier through the cleared sea zone in noncombat movement in order to make the fighter attack legal.  If your fighters don’t survive the attack, you don’t have to move the carrier.  If you don’t sink the destroyer and can’t move the carrier, the fighters will be lost at the end of the turn.  If you sink the destroyer and at least one of your fighters survives, you must move the carrier to pick it up.

    • F

      How many here play Warhammer Fantasy and 40K?

      Other Games
      • • • falconrider
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      kevlar56K

      I do!  Have a Dark Elf and Lizardman army for Warhammer, and Eldar, Tyranid, Chaos, Space Marine and Genestealer Cult for 40K.

    • F

      New to AA few newbie questions

      Axis & Allies Anniversary Edition
      • • • falconrider
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      F

      Thanks guys.  The faq clears up a few things too.  Am planning a 2nd game Friday and will be playing the allies again.

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