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    MistaBiggs

    @MistaBiggs

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    Latest posts made by MistaBiggs

    • RE: Help! Don't understand "FIRST STRIKE"

      Attacking subs have the “first strike” capabilities.

      Each sub gets to roll first (in EVERY round) when attacking. Any hits are removed and the killed units do not get to defend.

      Example:

      Germany attacks the UK navy with the following:
      UKSZ – UK 1 bb, 1 trn RUS 1 sub, 1 trn vs. GER 2 sub, 3 ftr

      Rolls:
      GER rolls a 1 and a 3 – thus, 1 sub gets a hit and the Allies wish to remove the RUS trn

      Next … GER finishes the rest of it’s rolls (3 ftr) … and roll 2, 1, and 3 (3 hits). The rest of the Allied navy is sank.

      Allies get to defend with only 1 bb, 1 trn and 1 sub (the RUS trn was sunk via the GER sub’s first strike ability so it doesn’t get to defend at all).

      posted in Player Help
      M
      MistaBiggs
    • RE: GUys got a q what is the best unit?

      @wardog42:

      As far as the best unit is concerned, I agree that each unit has a purpose. But the best multipurpose unit is the fighter. Attack at 3, defend at 4, can move 4 zones, can attack land & naval units, can land on a carrier to provide strong defense for your navy and when coupled with a large # of inf can be extremely effective on defense.

      I agree … fighters are the MOST versatile – however, infantry are still the MOST important unit (cannon fodder).

      posted in Axis & Allies Classic
      M
      MistaBiggs
    • RE: PBEM dice

      @The:

      What’s the story with PBEM? Is it possible without the CD?

      PBEM does not require any CD or registration of any kind.

      You do need MapView (http://www.motcreations.com) and the A&A module.

      posted in Axis & Allies Classic
      M
      MistaBiggs
    • RE: Help, ne stock info of Axis & Allies

      http://www.gamepart.com/product/item/fly_101.html

      Plus … look on the back of the box – states it right there.

      There will also be more than 299 plastic pieces (probably about 5 or so more – varies).

      posted in Axis & Allies Classic
      M
      MistaBiggs
    • RE: Game setup

      I’m not sure exactly what you’re talking about … however, check out this site for some map w/intial setups for each nation:

      http://www.angelfire.com/games/silex/tgp.html

      NOTE: Ignore the “Crazy Stuff” maps, as these maps were just created out of fun.

      posted in Axis & Allies Classic
      M
      MistaBiggs
    • RE: How often do you play???

      Games average around 4-8 hours … although, there is no real time frame (as it really depends on the skills of the players and the rolls of the dice).

      posted in Axis & Allies Classic
      M
      MistaBiggs
    • RE: Paratroopers

      @B.:

      If you want the paratroopers to have a better attack capability, maby it is better to give them a “suprise attack factor”. This factor allow all paratroops to attack on a die roll of 2 or less, for the first round of battle only!

      B. Andersson, Game Master

      This was discussed already in this thread. For an added twist to the surprise factor (making it more realistic) see specifically:

      @MistaBiggs:

      I see nothing wrong with giving paratroopers a surprise bonus (in the 1st round ONLY). If anyone feels differently … why don’t you make the surprise factor rolled for – such as the following:

      1 = +1 attack (1st and 2nd rounds)
      2-3 = +1 attack (1st round only)
      4-5 = no bonus
      6 = defenders get +1 (paratroopers landed in wrong area)

      Just an idea…

      posted in House Rules
      M
      MistaBiggs
    • RE: 3rd edition

      -Submerging Submarines. Defending submarines can submerge or retreat from combat. A submerged sub stays in the same sea zone until after combat when it re-surfaces.
      -Planes can retreat from an amphibious assault. Fighters and Bombers can now retreat from an amphibious assault if the battle is going poorly for the attacker.
      -Multiple AA guns in one territory. You can now place multiple AA guns within one territory. However, only one of these AA guns can fire in a turn.
      -New Naval units can be placed in an enemy-occupied sea zone. You can now place any of your naval units in a sea zone that is occupied by enemy forces. If you do this, combat will occur on your enemy’s turn–unless the enemy moves its units out of the sea zone before the enemy’s combat phase. Note: You still have to place naval units in sea zones adjacent to one of your Industrial Complexes.
      -Western Canada no longer borders on the Atlantic Ocean. This keeps players from being able to move units from the Atlantic ocean directly into Western Canada.
      -When an aircraft carrier is sunk. The surviving aircraft on it can attempt to locate and land on a friendly island, territory, or aircraft carrier. These aircraft have one movement point to do so.

      posted in Axis & Allies Classic
      M
      MistaBiggs
    • RE: Da lingo is killing me!!!!!

      Here’s a link to a map w/all territory abbreviations:

      http://www.angelfire.com/games/silex/maps/aacolor.html

      Simply add SZ to the end of all SZ abbreviations.

      posted in Axis & Allies Classic
      M
      MistaBiggs
    • RE: Africa and Brazil?

      @sherman28:

      I’m of the opinion that a US IC in Brazil can help out if Africa is getting too Hairy!

      Why would you buy an IC for Brazil w/the US? Africa can be reached from EUS …. so, there is no need to waste 15 ipcs on an IC for Brazil – use those ipcs for a couple of extra transports (dedicated specifically for African troops).

      posted in Axis & Allies Classic
      M
      MistaBiggs