Navigation

    Axis & Allies .org Forums
    • Register
    • Login
    • Search
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    1. Home
    2. Half-Track
    3. Topics
    • Profile
    • Following
    • Followers
    • Topics
    • Posts
    • Best
    • Groups

    Topics created by Half-Track

    • Jan 27th Stacking Rules Examination, Explanation and FAQ
      Miniatures (Original) • • Half-Track  

      6
      0
      Votes
      6
      Posts
      1755
      Views

      Counter needs to be placed on the unit that caused the overstacking… makes this easier.
    • New Rules/ Aggession
      Miniatures (Original) • • Half-Track  

      4
      0
      Votes
      4
      Posts
      923
      Views

      M

      Well, its more an agregate of knowledge from all of the various questions asked and answered.  Here’s some official tidbits that relate. Stacking While Moving: The stacking limit applies only at the end of each player’s half of the movement and assault phase, after all movement and unit placement are finished. Moving units can temporarily exceed the stacking limit during the phase, provided each hex is within the limit at the end of the player’s portion of the phase. If a hex exceeds the stacking limit at the end of a phase, units must be moved back to their previously-occupied hex until the overstack is corrected. These moves are done in reverse order – that is, the last unit in must be the first one backed out, and so on. WotC_Huscarl  Re: Overstack and no retreat –------------------------------------------------------------------------------ There is only one legal retreat hex for any given overstacked unit – the one that it came from when it entered the now-overstacked hex. The last unit in the overstacked hex must back up to its previous hex. If that causes another overstack, then it sets off a daisy chain of unstacking. The last unit in is the first one out. Steve
    • US Class & Names
      War at Sea • • Half-Track  

      5
      0
      Votes
      5
      Posts
      4978
      Views

      Thanks for the input guys… I love when I right, well mostly right at least 
    • New Rules/ Su-85
      Miniatures (Original) • • Half-Track  

      3
      0
      Votes
      3
      Posts
      958
      Views

      M

      Agreed.  The correctly-costed one doesnt have the ribbon.
    • New Rules/ ZIS-2 57mm Model 1943
      Miniatures (Original) • • Half-Track  

      2
      0
      Votes
      2
      Posts
      911
      Views

      M

      Unfortunately there are several errors/typos in the new cards. It looks like the 7pt one has the ribbon?
    • New Rules/ Stacking Limits
      Miniatures (Original) • • Half-Track  

      2
      0
      Votes
      2
      Posts
      1813
      Views

      M

      I’m thinking they are opening pandoras box. Yes, you used to be able to bump an isolated infantry every now and then, but it was easy to fugure out. If you wait until the end of the turn it will a nightmare to manage. As you said, you move 2 Inf into a hax that already conatins two inf.  The two original Inf now try charge forward in an MG and get disrupted so they cannot move.  But its the end of the turn and you’ve moved a dozen units.  Now what, you have to “unmove” the first two Inf that you moved to fix the overstack, hoping you remember which hexes they came from? It gets insanely worse with vehicles. No, that will break the game.  They’ve done some odd things in the past, but this will break the game. I have to beileve that the rule will be different than we are guessing.  Something like, any unit that is overstacked cannot Attack.  So you can overstack all you want, but if you dont resolve it by the end of the turn then that unit is pretty much a hood ornament.  Or something equally different. Thanks for the heads up, we’ll all have to keep our eyes peeled.
    • What a dummy
      Miniatures (Original) • • Half-Track  

      8
      0
      Votes
      8
      Posts
      1455
      Views

      @Ducky: This guy sued the makers of “40 year old virgin” because he said it was a copyright infingement on his autobiography of the same name. AHHHAAAAAAAAAAAAAAAAHAHAHAHA
    • Task Force Checklist
      War at Sea • • Half-Track  

      3
      0
      Votes
      3
      Posts
      10175
      Views

      A

      Just when I thought I might trade away the fleet for more AAM out comes a list of ships that reinvigorates me. I’ll be splitting a case with another guy. I’ve plenty enough to play.
    • What comes first
      Miniatures (Original) • • Half-Track  

      7
      0
      Votes
      7
      Posts
      1145
      Views

      @Der: Exactly… Use your common sense Half-A-Sac… How can there be DF if movement roll fails…  That means unit never moved… Don’t make me drive all the way out to Long Island and smack you…  :evil: This is actually your life long problem… only looking at things one way… A succesful attack can stop the unit in the starting hex, so how can the movement roll take place? Have a nice drive back to queens with no teeth.
    • Two new North Africa scenarios
      Miniatures (Original) • • Half-Track  

      9
      0
      Votes
      9
      Posts
      1351
      Views

      M

      Here you go: http://www.wizards.com/default.asp?x=ah/aam/ah2008071508
    • German Command Tank
      Miniatures (Original) • • Half-Track  

      9
      0
      Votes
      9
      Posts
      1622
      Views

      I got it Commander Pnzr 45 pnts Vet Tiger          65 pnts Ammo Depot      10 pnts Mauser              3 pnts Fortress Defendr  2 pnts Total 125 While attacking a disrupted unit w/Vet Tiger, all dice would count, “one’s” get reroled and you have another approx 85% success of hitting.  All total it’s over 90% success ratio.  Almost always a hit and Vet Tiger throws alot of dice. Replace Vet Tiger with 3X elite pnzr and it’s another killer army.  You can add 11 pnts more of infantry… another 3X mauser + another Fortress Defendr
    • New Scenario
      Miniatures (Original) • • Half-Track  

      1
      0
      Votes
      1
      Posts
      671
      Views

      After some time (about two months) there’s a new scenario!!! YEAH, but w/out PDF.  I just can’t understand why they couldn’t take the extra time to put it on a PDF.  It makes it so much visually better.
    • Axis & Allies Miniatures
      Miniatures (Original) • • Half-Track  

      2
      0
      Votes
      2
      Posts
      881
      Views

      Nice, if your posting over there, direct them to a better place
    • Play by Forum Stratagy
      Miniatures (Original) • • Half-Track  

      3
      0
      Votes
      3
      Posts
      826
      Views

      Well the data base is almost complete for units, you just need to start spaming other sites. If we get enough players, I’ll put a tounament together.
    • New North Africa Scenario
      Miniatures (Original) • • Half-Track  

      1
      0
      Votes
      1
      Posts
      668
      Views

      New North Africa scenario posted…… after two months. Where’s the PDF? They must be getting lazy.
    • Check out New Unit M-10
      Miniatures (Original) • • Half-Track  

      9
      0
      Votes
      9
      Posts
      1575
      Views

      I agree, when I saw his build I thought I might be ok as long as I didn’t get the Urban map.  and then that crazy first shot he made!  Usualy several shots bounce off the E8 before it’s dammaged.  I was only able to take two Pzr IVs with me. Now it’s down to a couple M1 Garands and a sniper…
    • Cover Ammo Depot,Fuel Depot,HQ
      Miniatures (Original) • • Half-Track  

      10
      0
      Votes
      10
      Posts
      1561
      Views

      M

      @Half-Track: Mot no mention of anything useful on the back of the checklist. If there is no special treatment of these units in the rules then they are not affected by Disruption in any additional ways beyond the effects it has on all units. Mot
    • War at Sea
      Miniatures (Original) • • Half-Track  

      3
      0
      Votes
      3
      Posts
      901
      Views

      I much prefer War at Sea to the land based minis game. Pretty simple and plays quick. If you want detailed this one probably isn’t it but it is light and quick and it has the Enterprise!
    • New War at Sea set
      War at Sea • • Half-Track  

      16
      0
      Votes
      16
      Posts
      5855
      Views

      A few do, but surprisingly Set 1 did not have many SA that went on both sides, Set 2 will most likely be the same
    • KV2
      Miniatures (Original) • • Half-Track  

      1
      0
      Votes
      1
      Posts
      1035
      Views

      Here’s some cool stats for the KV2.  Hopefully we’ll see it in the eastern front set http://aaminis.myfastforum.org/about964.html
    • French Alpine Troop
      Miniatures (Original) • • Half-Track  

      38
      0
      Votes
      38
      Posts
      4814
      Views

      Sorry guys, your blds still not match for my French Fries
    • New Eastern Front Set - Due Oct 2008
      Miniatures (Original) • • Half-Track  

      10
      0
      Votes
      10
      Posts
      1848
      Views

      lol, I got my son his first gameing system this year, Nintendo DS and your probably right, but so far he is still willing to sit to the table with dad.
    • COMBAT ZONE
      Miniatures (Original) • • Half-Track  

      2
      0
      Votes
      2
      Posts
      1310
      Views

      I haven’t followed all the re-direction of AAM marketing, shake-ups, transition of staff at Wizards, but it seems to me AAM has been relegated to the category of “out of print” and to be played only by an underground cult of die-hard fans. The only place I can seem to get an AAM game in is on this forum via PBEM. Maybe the release of the Northa Africa sets will sell well enough to make Wizards reconsider resurrecting the Combat Zone program.
    • Rules clarification
      Miniatures (Original) • • Half-Track  

      12
      0
      Votes
      12
      Posts
      2147
      Views

      M

      @mateooo: here is a rules questionm I just played a few games with gamer, and these situations came up a few times. When does the movement occur during the assault phase? At one point does a unit need to be able to spot for a mortar? Heres a situation. I have the initiative. If I move a soldier during the movement phase into LOS within 4 hexes of a unit (spotting for my mortar). During the assault phase (I go first with initiative) I attack that enemy unit with my mortar (spotting with my soldier). My soldier doesnt shoot, and instead moves during assault phase, out of LOS, and thus can not be retaliated against. Is this legal? An inverse situation is this. I DONT have the initiative and go second. My opponent has already done his attacks. During my ASSAULT phase, I move my soldier into LOS and within 4 hexes of an enemy. Can I then use that spot for my mortar? Basically, when and for how long does the spot have to occur? thanks Mateooo 1.  You resolve move/attacks for one unit at a time. 2&3.  I assume you are refreing to the mortar w/ the “Improved Indirect Fire” so any unit can spot?  The special ability (having another unit within 4 hexes) must be satisfied when the Mortar’s assualt is resolved.  It doesn’t matter if the soldier moved before or after that. Mot
    • Rules clarification
      Miniatures (Original) • • Half-Track  

      3
      0
      Votes
      3
      Posts
      1177
      Views

      @dezrtfish: I’d have to read the specific abilities to be sure, but I believe usualy Can’t Trumps Can.  That is to say an abbility that denies a certain action trumps that which allows it. Clear as Mud? I can’t speak to this situation specifically but I agree with the above. Typically a “can’t do” trumps all.
    • 1
    • 2
    • 1 / 2