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    Mike K

    @Mike K

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    Latest posts made by Mike K

    • RE: Yunnan: A key point for Japan?

      šŸ˜„ šŸ˜„ šŸ˜„ šŸ˜„ šŸ˜„

      Nope! Yesterday I decided to give it a shot in the AAP game I was playing while I was Japan. It worked nice. The british were to worried about defending India to attack me at Yunnan and the forces at szchewan were easily defeated. From my first turn and for a long time I had forty IPC’s and put a bomber on Szcehwan every turn pounding the Indians, I even used one for a SBRaid to take away the sorry 8 dollars India had. I won by taking India!

      posted in Axis & Allies Pacific
      M
      Mike K
    • Yunnan: A key point for Japan?

      I’ve been studying the board for ideas for Japan and I think I found a nice strategy for Japan. If you took Yunnan on first turn (it’s right above French-Indo-China-Burma-and I think theres more…) You threaten Szchwan being 1 space away from it and your only two spaces from India. This should keep that fighter in China from helping India and you take off 1 inf from Chinas income. Or you could take Szechan and Sikang both worth 1 ipc and get a factory. What do you guys think? :lol:

      posted in Axis & Allies Pacific
      M
      Mike K
    • RE: Endgame rules AAE & AAP Combined Game suggested changes

      ENDGAME

      Once victory is achieved on a board, there is no more combat movement or resolve combat on that board. The victor keeps control and remains getting IPC’s for all territories gained. He also regains control for territories he owned at the beginning OF THE GAME. Also you may now non combat move into enemy owned territories and sea zones leaving mixed forces, for example if Japan won the Pacific game a American battleship and Japanese battleship may share a sea zone and do not ever resolve combat. You cannot non-combat move onto an enemy capital after a game is completed for that board. Example, Japan cannot drop of troops on United States or New South Wales. However if you took the enemy capital to win the game you keep control of it and the original owner and his allies may not non-combat move into it.

      posted in Axis & Allies Europe
      M
      Mike K
    • Endgame rules AAE & AAP Combined Game suggested changes

      OK, these are the end game rules for a AAE & AAP Combined game that I don’t think are that great but all my friends are sticklers for playing by the dam rules. So can anybody look these over and tell me what you think. On this post I have the Avalon Hill endgame vs. the post below with my version of endgame rules. Thanks for any suggestions!

      ENDGAME
      There are specific things that happen when there is victory in one theatre (one game). But the following two rules apply to either board, no matter who won:

      Ā· Only the victor keeps the ā€œCombat Movementā€ phase on the board where he won. He may use this phase to move into or out of combat situations. This does not necessarily lead to combat (see below). The defeated side does not get a Combat Movement phase in the theatre where he was defeated. This includes not being able to leave a combat situation (as that in itself is a combat move). The defeated party still gets combat movement in the other theatre.

      Ā· Only the victor keeps the ā€œResolve Combatā€ phase on the board where he won. However, this phase becomes optional. The victor may choose not to resolve combat in a territory or sea zone but leave a group of mixed forces in that space. In this case, ownership of the space does not change. The victor must resolve combat if he moves into an enemy capital still under the enemy’s control. If the victor ever chooses to Resolve Combat then peace is broken and war resumes in that theatre (the game goes back to being undecided).* An Ally, if on the victorious side, may liberate an enemy-held capital without breaking the peace. The defeated power(s) may not use the Resolve Combat phase in the theatre where he was defeated but may in the other theatre.

      *It is still unclear what would happen if war resumes. That is, if the Allies hold Germany and then attack Germany, war would resume. But if the Allies still held Germany, how would the war and game end a second time? We’re working on it.

      posted in Axis & Allies Europe
      M
      Mike K
    • RE: Endgame rules to AAE & AAP combined game suggested chang

      ENDGAME

      Once victory is achieved on a board, there is no more combat movement or resolve combat on that board. The victor keeps control and remains getting IPC’s for all territories gained. He also regains control for territories he owned at the beginning OF THE GAME. Also you may now non combat move into enemy owned territories and sea zones leaving mixed forces, for example if Japan won the Pacific game a American battleship and Japanese battleship may share a sea zone and do not ever resolve combat. You cannot non-combat move onto an enemy capital after a game is completed for that board. Example, Japan cannot drop of troops on United States or New South Wales. However if you took the enemy capital to win the game you keep control of it and the original owner and his allies may not non-combat move into it.

      posted in Axis & Allies Pacific
      M
      Mike K
    • Endgame rules to AAE & AAP combined game suggested chang

      OK, these are the end game rules for a AAE & AAP Combined game that I don’t think are that great but all my friends are sticklers for playing by the dam rules. So can anybody look these over and tell me what you think. On this post I have the Avalon Hill endgame vs. the post below with my version of endgame rules. Thanks for any suggestions!

      ENDGAME
      There are specific things that happen when there is victory in one theatre (one game). But the following two rules apply to either board, no matter who won:

      Ā· Only the victor keeps the ā€œCombat Movementā€ phase on the board where he won. He may use this phase to move into or out of combat situations. This does not necessarily lead to combat (see below). The defeated side does not get a Combat Movement phase in the theatre where he was defeated. This includes not being able to leave a combat situation (as that in itself is a combat move). The defeated party still gets combat movement in the other theatre.

      Ā· Only the victor keeps the ā€œResolve Combatā€ phase on the board where he won. However, this phase becomes optional. The victor may choose not to resolve combat in a territory or sea zone but leave a group of mixed forces in that space. In this case, ownership of the space does not change. The victor must resolve combat if he moves into an enemy capital still under the enemy’s control. If the victor ever chooses to Resolve Combat then peace is broken and war resumes in that theatre (the game goes back to being undecided).* An Ally, if on the victorious side, may liberate an enemy-held capital without breaking the peace. The defeated power(s) may not use the Resolve Combat phase in the theatre where he was defeated but may in the other theatre.

      *It is still unclear what would happen if war resumes. That is, if the Allies hold Germany and then attack Germany, war would resume. But if the Allies still held Germany, how would the war and game end a second time? We’re working on it.

      posted in Axis & Allies Pacific
      M
      Mike K
    • RE: 3 Tricky Questions

      :lol: Thanks BB!

      posted in Axis & Allies Pacific
      M
      Mike K
    • RE: 3 Tricky Questions

      Thanks

      I understand the first two but I am slighty confused about the thrid one still. So if you move a transport into a hostile cosatline and win the sea battle can you unload that turn or must you wait one more turn.

      Also when clearing coastlines when is bombardment allowed in association with sea battles. For example you use a battleship in a naval battle when can you bombard, that turn or the next?

      posted in Axis & Allies Pacific
      M
      Mike K
    • 3 Tricky Questions

      I’ve been playing A&AP for about 2 months now and have come across 3 confusing unclarified rules. :-?

      Question 1 - Let’s say Japan captures Hawaii. Would Japan have unlimited build there or a placement of 1 piece a turn?

      Question 2 - Do you have to use your physical on the board aircraft for a kamikaze, or are they ā€œinvisibleā€ aircraft?

      Question 3 - During a amphibous assualt…. There is a enemy destroyer on a coast line. Now can you move your transport in by itself and land troops or can you move it in with boat escorts and land troops or do you have to wait till the coast line is cleared to land troops?

      Thanks for your help!

      posted in Axis & Allies Pacific
      M
      Mike K