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    Topics created by sanya33

    • S

      IPCs to print?

      Axis & Allies Global 1940
      • • • sanya33
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      A

      We use a rack of poker chips. Much better than paper money and near indestructible.

    • S

      Length of gameplay?

      Axis & Allies Global 1940
      • • • sanya33
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      CowC

      a most baller game takes 2-3 days of heavy drinking, dice strangulation, and a good sleep rotation.

    • S

      Game aids - setup for continuation

      Axis & Allies Global 1940
      • • • sanya33
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      Young GrasshopperY

      @sala33:

      I’ve searched a few sites and apologies in advance if i’ve missed this…but i was looking for a set up sheet to continue a global game at a later date. not sure if one exists but we normally play over multiple days and pack up the board (mainly due to lack of room). Just wondering if there was something already created where we can track what pieces where when we go and set up later to continue the game.

      thanks.

      I’ve got a spread sheet that works quite well for us, here it is……

      Game Recorder Sheet.xls

    • S

      Aircraft Carriers strong attacking move

      Axis & Allies Anniversary Edition
      • • • sanya33
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      HobbesH

      @Lozmoid:

      Even if those extra Fighters survive the battle and then have to crash into the sea?

      Interesting stuff!  :-)

      The thing is, you don’t know if those fighters will have to crash into the sea. They may end up on non-combat move without a valid landing spot but when you perform your combat moves there’s always a statistical change that the carrier will kill the 100 battleships (even though it should be about the same as you de-materializing while reading this message and materializing on the next room) thus the combat move satisfies the rule of a valid landing spot (regardless of how improbable it might be).

      Combat moving 2 extra fighters to a battle goes against that same rule because there’s simply no possibility for those fighters to land during non-combat as they are moved (unless a carrier magically pops up out of nowhere into the middle of the battle board - odds for that happening should be the same as you teleporting yourself to another room) .

    • S

      Pg 26 IC rule AA50

      Axis & Allies Anniversary Edition
      • • • sanya33
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      cminkeC

      so true

    • S

      Bombardment quick question

      Axis & Allies Global 1940
      • • • sanya33
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      M

      @Krieghund:

      @moralecheck:

      Really??  Scratches head Nova edition maybe??

      Nope.

      Well then…I’m off to edit Wikipedia.  :-D

    • S

      Leaving air and navy bases

      Axis & Allies Global 1940
      • • • sanya33
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      MarkVIIIMarcM

      a sea base is good for all ocean squares the territory is on.  The one in Egypt somehow gives the extra move to ships in the Mediterranean and the Red Sea.

      You have to start at the sea or air base though.

      And don’t forget about scrambling and islands with air bases.

    • S

      AA gun new territory…?

      Axis & Allies Global 1940
      • • • sanya33
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      GargantuaG

      Wooo! Boys! start loading your American AA Guns into trns and taking friendly nuetrals!

    • S

      Japan's GLOBAL Political Situation…quick question..!

      Axis & Allies Global 1940
      • • • sanya33
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      calvinhobbeslikerC

      @The:

      @calvinhobbesliker:

      No, it won’t affect UK either. However, a DOW on UK allows US to DW on japan and Germany and Italy

      I thought that a dow on UK doesn’t affect US so it can’t DW any Axis unless an axis power has DW on US

      No, like in P40, an unprovoked DOW on the British Empire=US getting to declare war on next turn

    • S

      It takes a bit of TLC to make piece's perfect

      Axis & Allies Anniversary Edition
      • • • sanya33
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      Lema099L

      Sounds interesting, though my fighters stay OK on top of my carriers (others have mentioned having a problem, though).  I’ve been a bit interested in magnetic wargames since reading about the strips in the Avalon Hill catalog back in the day.  I’ve never done it (I like normal tabletop games just fine, including AA50), but I imagine it’d be pretty cool-looking to have a wall-mounted wargame with magnetic pieces.

      Learning to differentiate the various ships took a little time;  I was tempted to mark them some way, too.  It doesn’t help that the German/Italian cruisers are so big (like battleships) with flat sterns (like destroyers), or that their transports don’t have cranes, but I think I have all the ships sorted now. And now that I’m used to all the pieces, I rather like them.

    • S

      Heavy Bombers dice rolling

      Axis & Allies Anniversary Edition
      • • • sanya33
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      JenniferJ

      Just roll them all at once.  As long as you use different colors for different attack powers (ie all 1’s roll white, all 2’s roll red, all 3’s roll blue and all 4’s roll yellow or something) or you just roll for each attack power separately, you are fine.  No need to roll each individual bomber since all the hits total up at the end anyway.

    • S

      AAR and AA50, 'A speedy game' Any tips..?

      Axis & Allies Anniversary Edition
      • • • sanya33
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      TG Moses VIT

      Cool program!  I’ll try it out the next time I’m with friends.

    • S

      Axis and Allies 50 'Breakthrough Chart 1'

      Axis & Allies Anniversary Edition
      • • • sanya33
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      A

      no. the aa gun may only move during non-combat. unless it is cargo on a transport (loaded prior turn). may only be unloaded during non combat…

      pg.24

    • S

      Axis and Allies 50th Defending Aircraft Carriers

      Axis & Allies Anniversary Edition
      • • • sanya33
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      KrieghundK

      @sala33:

      so planes can’t shoot subs if there is enemy Destroyer presant in same sea zone in the whole game, or is it just in this only situation with the AC.

      Enemy destroyers don’t keep planes from hitting subs.  Friendly destroyers enable planes to hit subs.  If there is no destroyer friendly to the firing air unit in the battle, the air unit’s hits cannot be applied to subs.  This is always true, whether for attacking or defending.

      @sala33:

      Okay, Reversing the question my original question, if you’re attacking AC with fighters on board, do you use your fighters on AC in battle as well…?

      You move your own fighters independently of the carrier.  They take off before either unit moves, so they both begin movement in the same sea zone.  Both fight in any battle(s) they end up in, which could be the same one or different ones.

      Fighters on your carrier that belong to another power on your side stay on the carrier when it attacks and are treated as cargo.  They may not fire and may not be taken as casualties.  If the carrier they’re on is destroyed, they’re destroyed along with it.

    • S

      Axis and Allies 50th *Battleship/Cruise Bombarbment 3 questions!

      Axis & Allies Anniversary Edition
      • • • sanya33
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      captainjackC

      @sala33:

      *Battleship/Cruise bombarbment: If you have only ONE transporter, and in support 7 Battleships and 5 Cruisers, do all Battleships and Crusisers take place in the shore Bombarbment?

      And if your transporter has your infintry and a friendly tank, do all the units get off loaded in that turn?
      If so, does the friendly unit then fight with your attack on the land, or does it stay out of the battle till that players turn

      When a shore bombarbment takes place and the attacker hits defending shore units, do the shore units get a chance to fire back, or are they taken off the board straight away?

      1.  No.  The number of bombardments you have is limited to the number of ground troops you bring. (One transport = 2 bombards MAX).
      2.  No.  Only your infantry can unload this turn.  You have to wait for your friendly ally’s turn for him to unload.
      3.  Yes, they do get to fire back.

    • S

      Difference between AA50 and AAR?

      Axis & Allies Anniversary Edition
      • • • sanya33
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      KrieghundK

      Here’s a list of the rules that have changed: http://harrisgamedesign.com/pdf/Anniversary_Rules_Changes.pdf

      Here’s an article on new rules: http://www.harrisgamedesign.com/bb2/viewtopic.php?t=1682

    • S

      Subs - first strike than submerge?

      Axis & Allies Anniversary Edition
      • • • sanya33
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      KrieghundK

      You either submerge or fight - not both.  If you take your surprise strike, you have to suffer the return fire (unless of course your attacker is a single ship that’s neither a sub nor a battleship and you hit it).

    • S

      China - infantry numbers and national objectives question

      Axis & Allies Anniversary Edition
      • • • sanya33
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      jeffdestroyerJ

      I think I will use an old Xeno piece for the China Fig to distinguish it apart.

    • S

      Transporters - hostile sea zones?

      Axis & Allies Anniversary Edition
      • • • sanya33
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      KrieghundK

      @Markus:

      i know a german warship can move thru a sea zone that has 2 UK transporters without having to stop

      Are the transporters automatically destroyed?

      No.  You must stop and attack a transport in order to destroy it.  Just moving through the sea zone won’t do it.

    • S

      Recapturing capital

      Axis & Allies Revised Edition
      • • • sanya33
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      KrieghundK

      Yes.  A player can never be permanently eliminated from the game.  Even if you lose literally everything, you can still come back if an ally liberates your capital.

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