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    Nathan G. Martin

    @Nathan G. Martin

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    Latest posts made by Nathan G. Martin

    • RE: A&A: Acronyms and Abbreviations

      3/22/2012
      Added turtle, shuck, and bridge; added CAU and KAR.

      posted in Axis & Allies Discussion & Older Games
      N
      Nathan G. Martin
    • A&A: Acronyms and Abbreviations

      Greetings, fellow Axisers and Alliers,

      To assist us in more rapidly verbally battering each other back and forth,  here is my list of commonly used A&A ‘Acronyms and Adjectives’.  It works on so many levels!

      Comments and feedback welcome!  For territory abbreviations, skip to the bottom. Original post hosted on BGG: boardgamegeek.com/article/8788810#8788810

      Format:
      Term; alternate terms
      Definition

      A&A; AAA
      Axis and Allies

      A(#)
      The American (US) player’s turn in Round #X

      aa; aaa
      Anti Aircraft gun

      AA40; AAG40; AAG
      Axis and Allies 1940, either Europe or Pacific Theaters, which can be combined to play the massive “A&A Global”

      AA42; AA1942; AA4
      Axis and Allies 1942 (2010); the current printed edition of A&A

      AA50; AAAE; AA3
      Axis and Allies 50th Anniversary Edition; out of print

      AAR; Revised; AA2
      Axis and Allies Revised (2004); out of print

      art; RTL
      Artillery

      Bait Shop; Chop Shop
      An IC built in Alaska

      bmr; BOM
      Bomber

      Bridging
      Using a stationary transport(s) to move gear between two landing sites adjacent to the same Sea Zone.

      btl; BB
      Battleship

      C(#)
      The Chinese player’s turn in Round #X

      Canadian Shield
      A dual Germany/Japan invasion of Canada, usually on Round 3

      Cannon fodder
      Weak units (infantry and artillery on land, transports (in AAR and before) and subs at sea) that are there primarily to absorb damage for more expensive units

      car; CV
      Aircraft Carrier

      Cheese
      A move that is both:
      a) intended to decide the outcome of the game immediately, AND
      b) based on an [i]immense[/i] degree of randomness.
      See “Sea Lion” for the classic example of Axis Cheese.

      Chi
      China

      Chop Shop
      See ‘Bait Shop’

      Count
      The total number of hits a force can absorb; either oCount (for the attacker) or dCount (for the defender)

      cru; CA
      Cruiser

      Curry Shop
      See ‘IIC’

      des; DD
      Destroyer

      Donut Shop
      An IC built in the Ukraine

      ftr; FIG
      Fighter

      G(#)
      The German player’s turn in Round #X

      Ger
      Germany

      German Turtle
      see ‘Turtle’

      I(#)
      The Italian player’s turn in Round #X

      IC
      Industrial Complex (Factory)

      IIC
      An IC built in India, usually by the UK on U1. The most common IC build.

      inf
      Infantry

      IPC; $
      Industral Production Certificates (money)

      Ita
      Italy

      J(#)
      The Japanese player’s turn in Round #X

      Jpn
      Japan

      JTDTM
      Japan Tank Drive To Moscow; a strategy where the Japan player aggressively pressures Russia and threatens Moscow with ground forces

      KAF
      Kill America First; a strategy where the Axis go all in to kill the US quickly while demphasizing or ignoring other targets. Usually involves Landbridge, Canadian Shield, or Operation Hollywood.

      KBF; KUF
      Kill Britain First; a strategy where the Axis go all in to kill the UK quickly while demphasizing or ignoring other targets. Usually involves Sea Lion or Landbridge.

      KGF
      Kill Germany First; a strategy where the Allies go all in to kill Germany quickly while demphasizing or ignoring Japan

      KJF
      Kill Japan First; a strategy where the Allies go all in to kill Japan quickly while demphasizing or ignoring Germany

      KRF
      Kill Russia First; a strategy where the Axis go all in to kill Russia quickly while demphasizing or ignoring other targets. Usually involves JTDTM.

      Landbridge
      A massive, early buildup of German transports (usually 6-8tra) in the Baltic

      LH
      Larry Harris, creator of Axis and Allies

      LHTR
      Larry Harris Tournament Rules, a set of improved rules and errata for playing AAR, mostly modifying tech, Carrier, and submarine rules.  LHTR were eventually largely incorporated into the base rulesets for the later AA40, AA50, and AA42 games.

      LRA
      Long Range Aircraft, for games where tech is available and allowed

      NA
      National Advantage(s); optional, side-/nation-specific rules included with AAR and other A&A games. Rarely used in competitive play.

      NO
      National Objective, side-specific IPC-incentivized criteria. Present in AA40 and AA50 only.

      Operation Hollywood; Polar Express
      A Japanese invasion of WUS, usually on J3

      Pazcki Shop
      An IC built in Eastern Europe, usually by Russia

      Punch
      The added-together strengths (hit-on numbers) of all units in a given force.Either oPunch (for the attacker) or dPunch (for the defender). Divide the Punch by 6 to arrive at the number of hits that force should produce per combat round.

      R(#)
      The U.S.S.R. player’s turn during Round #X

      Round
      Rounds are made up of one Turn for each player.

      Rus
      The USSR

      Russian Turtle
      see ‘Turtle’

      SBR
      Strategic Bombing Run (or Raid); when a bomber is used to attack the production or economy of a player rather than their units directly

      Sea Lion
      A G1 amphibious invasion of London.  In games where tech is allowed, usually preceded by a G1 roll of 6 tech dice for LRA or Heavy Bombers.

      Shuck; shuck-shuck, single/double shuck
      A transport move or series of moves that actualizes the most efficient means of landing gear amphibiously. The single ‘Shuck’ is a term generally reserved for single- or two-Sea Zone transport moves involving a single transport group; while the double or ‘Shuck-shuck’ term describes a two-turn, four-Sea Zone transport action with one group of transports repeating the first leg depositing gear at an intermediate landing site, with a second transport group repeating the second leg, depositing the gear at it’s final location.

      Skew
      The degree to which a force resists strength reduction when absorbing hits. Cannon fodder is required for good skew.

      Strafe
      An attack that is designed to inflict asymmetrical losses in one or two rounds before retreating

      sub; SN
      Submarine

      Sucker Punch
      Any move that is potentially devastating but easily countered if seen ahead of time (or if encountered before)

      tac
      Tactical Bomber

      tnk
      Tank

      tra; TRN
      Transport

      Turn
      The 5-phase period of time when a particular side may act. When each side has taken their turn, that Round is complete.

      Turtle; turtling
      A strategy that emphasizes survival by sacrificing liberty-of-action and/or initiative.  Generally involves a simultaneous withdrawal to core territories and ‘infantry-alone’ builds. Typically initiated by Germany (WEU+GER+SEU+EEU) on G3-4 in KGF; or by the USSR (RUS+CAU) as early as R2-3 in KRF.

      U(#)
      The UK player’s turn in Round #X

      UK
      The UK (British); also the UK capital when used as a territory

      US
      The US (America)

      VC
      Victory City

      Territory Abbreviations:

      Anglo
      Anglo-Egypt Sudan

      AUS
      Australia

      Baltic
      Sea Zone 5 (The Baltic Sea)

      Bury
      Buryatia S.S.R.

      CAU; Cauc; CAC; CAS
      Caucasus

      ECan
      Eastern Canada

      EE; EEU
      Eastern Europe

      EUS
      Eastern United States

      FIC; Frindo
      French IndoChina

      GER;Berlin
      Germany the Territory (Ger Capital)

      KAR
      Karelia

      RUS
      Russia the Territory (USSR Capital)

      SE; SEU
      Southern Europe

      SZ(#)
      Sea Zone #X

      WCan
      Western Canada

      WE; WEU
      Western Europe

      WRU
      West Russia

      WUS; L.A.
      Western United States

      posted in Axis & Allies Discussion & Older Games
      N
      Nathan G. Martin
    • RE: List of standard acronyms…noob confused by IPC, IC, FIG, KJF, etc...

      Can I leave this here? www dot boardgamegeek.com/article/8735778#8735778

      posted in Player Help
      N
      Nathan G. Martin