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striderlotr
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08/13/2005 7:55 AM  
recovered topic 7308

Sean Banks
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striderlotr
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08/13/2005 7:55 AM  
Very similiar to the SMW event last year. The big difference is that everybody is getting a prize! NICE!

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NightMoor
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08/13/2005 10:01 AM  
Cool event, but GenConers already knew there would be a pre-release. Where is my UNIT preview?! Brain need feeding!


bw
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Baton Rouge, LA

08/15/2005 3:48 PM  
This is one of the highlights of my trip. Do you know if they will have any AAM for sale for the general public?

DDM Singles/Cases FS at: www.battleworks.net

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Newtoncain
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Land of 10,000 taxes

08/15/2005 6:02 PM  
quote:
Originally posted by bw

This is one of the highlights of my trip. Do you know if they will have any AAM for sale for the general public?



I dont think so.
Saturday at 11am there is a sealed event.

And some special league (not labled yet, but suspect is AAM's) is Sat noon to Sun noon.

Both cost $30 and have a limited amount of space (200 IIRC).

They just don't know what's good in life...Conan, tell them what is good in life.
To rip the boosters. To count the minis spilled out before you, and to hear the indifference of the women...

kaiserluger
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08/16/2005 8:32 AM  
If anyone picks up a AAM promor or prize I would be interested in trading for it.

Good Luck!

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mdonais
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08/16/2005 11:38 AM  
quote:
Originally posted by bw

This is one of the highlights of my trip. Do you know if they will have any AAM for sale for the general public?



I heard they would have boosters for sale but not starters. Not sure if they were shipped in time.

Mike Donais
WotC R&D

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08/21/2005 1:09 PM  
just got home from GenCon, placed 3rd in the release event, and wanted to share with the community my impression of the game, and the overall format of the event itself...

(sorry if this seems like a rant, I have the utmost respect for everyone that played the game, and for most of the event staff as well, so please don't read this as a "I'm complaining about everything" post... )

About GenCon: First, they had boosters and starters for sale, but if you didn't get them within the first hour of the doors opening, they sold out, and were limited to 3 items... usual GenCon rules for the sales. There were no promos that I saw for Axis and Allies... the units they handed out were not marked in any special way.. leaving me feeling a little like... what the?!?!?!?! Anyways...

First about the Event:

This was the first time I had played in a DCI event, and it was swiss rounds... meaning one loss, and you weren't out of the event... however, the event only lasted 5 rounds, and with the number of people that were playing, it left 3 people with undefeated records (me being one of them).

Apparently, with DCI rules, they then average out the Win/Loss ratio of the people that you played against, and the person that played the most people with the least amount of losses ranked higher...

So, because the computer randomly put me against one player who had lost a round, instead of against an undefeated player, I got 3rd place instead of a chance of 1st...

I'll be the first to tell you, I will probably NEVER play a swiss round event where there isn't a clear victor (one person with an undefeated record)... the format itself just seems way too "random" and there really isn't a "clear" victor... it would be as if the NFC champs always won the Super Bowl, just because they played harder teams than the AFC champs.

Now for some good points: I did have a lot of fun playing the event, and I met a lot of very nice people, the event, just for that reason, was worth my time... the event cost $30, but you got a booster ($15), a starter ($25) and some nice card boxes... well worth the price of the event. Most of the staff was ready, willing and able to help anyone with questions throughout the event, and being a new game, there was a lot of confusion they had to deal with... I'd give them a big thumbs up for all the hard work they put into it...

Now, About the Actual game:

The game itself is a great miniatures game, with very few flaws (in my opinion) I've found, however, that a few things are a little off in the game...

1) Board Size: The Board, when completely set up, is 17x11 hexes... way too small... you start with pieces 5 hexes in, and the average vehicle's movement is 3, so you will be on top of each other in the first movement phase... Unless there is a plan in the future to increase the size of the board, many of the German Tanks are way overpriced for their effectiveness in battle... Having Extended Range 10 or 12 is basically meaningless, and you will most likely be distance 0-1 in the movement phase of the first round...

2) Board Composure: The game board is WAY too littered with forests, hills, and cities that block line of sight, and without any rules for indirect fire, you can play an entire game without firing a single shot. Another reason German Tanks are overpriced, because even at distances of 12, there is rarely a game board that has 12 hexes that isn't hindered by blocking terrain.

3) Special Abilities: Most of the special abilities are decent, with only one really standing out as broken... Here is the way it reads on a card:

Flamethrower - This Unit's short-range attack ignores cover. If this unit rolls three or more 6s on a short-range attack, the target is destroyed immediately.

This may not sound too bad, until you actually play the game. Because of the setup, you will usually be in distance 0-1 (short-range attack) in the first round. The attack itself ignores cover, so they don't get a chance to ignore damage from the attack. then the really big broken part...

If, on my roll, I roll three 6s, (even if I do not score enough successes to hit the units armor, and regardless of if the unit is a vehicle or a soldier) the unit is destroyed immediately... meaning they are removed from the board right then and there, often without a chance to return fire...

you may think, "well, how often will that happen". well, the Churchhill Crocodile, at 35 points rolls 10 dice against infantry and 13 dice against vehicles at 0-1 range... I've not had the chance to figure out the exact percentages, but from actually playing the game, (with 2 of them in my army) it happens way too often for any of my opponents liking.

I defeated a Tiger I (63 points) with only one roll of the dice, where I only had 5 successes, but 3 of them were 6's... Mark my words, it'll be the first special ability that has errata for it.

And just for the record, in a sealed event, My army was:

2x Churchhill Crocodile (35) = 70
M4A1 Sherman (21) = 21
Vickers Machine-Gun Team (8) = 8
----------------------------------
Total Point Cost = 99 points

(just so I get credit for the build before anyone else takes the credit)

Say hello to the first broken army build in Axis and Allies Miniatures. And I'm proud to say i'm the one that invented it... :)

Now, don't be a munchkin and use it... Play fair, play nice, and play the way the game was invented to be played... and don't use this army...

I will hereby deem anyone using this army, or any army with two Crocodiles, as munchkin weenies with no creativity and no sportsmanship...



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Fry
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08/22/2005 12:06 AM  
starting five squares in on an 11x17 map sounds pretty dumb to me. Seems like they should have started along the map edge, which would still only be 16 squares apart.

I suspect the Flamethrower is probably not as broken as you make it out to be. Seems like having lots of small antitank guys would knock it out at minimal cost to yourself.

"Why am I all sticky and naked? Did I miss something fun?"
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08/22/2005 12:26 AM  
here's the card for a churchhill:

http://www.wizards.com/default.asp?x=ah/article/ah20050715b

at a defence of 7/6, even the best soldier in the game vs. Vehicles (Royal Engineers -> 16 dice against vehicles in same hex) would need 6 successes to disrupt it, and 8 successes to damage it (in same hex)...

on average, you'll get 8 successes... so it's possible, but that's assuming it can even make it into the same hex as you... if i saw one of them on the battlefield, it'd be my first target...

anti-tank guns are hard to manuever into postion, and at long range, only roll 9 dice... almost impossible to damage a churchhill's front armor, and the churchhill can just keep itself out of line of sight from it, due to the cover heavy maps that are available as of now...

I don't know if you've played the game as of yet... but once you do, you'll see what I mean...

I'll retract my statement saying that the ability is broken, but it'll need some heavy clarification to even out the battlefield...


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XAos
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London

08/22/2005 7:50 AM  
quote:
Originally posted by Fry

starting five squares in on an 11x17 map sounds pretty dumb to me. Seems like they should have started along the map edge, which would still only be 16 squares apart.



From chewbacca's description of terrain on Line of Sight. Hiding at the back of the map. would just delay the inevitable. The Crocodiles could advance, being carefull to always stay out of the LoS of the few units actually able to hurt them. (the current set of 50mm AT guns certainly can't) Or the crocs could just advance far enough to keep you away from the victory hex. And then wait to win on turn:7.
Should be less-effective if your opponent has 2 units heavy enough to penetrate the crocs front armour. Since they can setup a cross-fire. It's easy to hide in the "shadow" of a forest hex from 1 Tiger. Not so viable, with 2 Panthers on either side of the map. However, your not likly to face 2 Panthers. In sealed deck thats an unlikly draw. and in 100pt constructed it would be too vulnerable to infantry.

willhi1979
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08/22/2005 3:11 PM  
Hey all,

I was one of the two non-WOTC judges in the tournament. I think it went really well. Sorry about the third place finish Chewbacca, it's the swiss method, it can be rough at times. I hope everyone had fun. If you had any questions, please e-mail me at mailto:willhi1979@yahoo.com. It was fun helping officiate. I've sent an e-mail to Wizards with some additional questions I've thought of for the FAQ. They are in the process of starting to work on it. Thanks to everyone who participated and made it a great event. I'll probably try to start trading some too after I get my stuff open.

Thanks,

William

William
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Chewbacca

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08/22/2005 10:37 PM  
no reason to be sorry... i still had a lot of fun... :)

and thanks for the help getting info to the FAQ writers... that's much appreicated...


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gator
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08/23/2005 12:26 AM  
I brought up the idea of the flamethrower ability to one of the game designers and the big drawback to the tank is that it has a speed of 2. Most other tanks have a speed of 3 at least....it is a bit tought, but some of the Germans can get upwards of 13-16 dice at closer range. With a speed of 2, this tank should NEVER get close enough to a tank to use the flamethrower on it unless it has been damaged. The other tank should be able to move away without a problem.

DDM - Harbinger = 77/80 Dragoneye = 60/60 Archfiends = 60/60 Giants of Legend = 72/72 Aberrations = 59/60 Deathknell = 59/60 Angelfire = 60/60
Underdark = 34/60

AAM - Base Set = 45/48

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Chewbacca

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08/23/2005 12:42 AM  
speed 2 is a hinderance, but if you look at how to win a game, you'll see the big problem...

if you can get your crocs to the objective, and dance around for 7 rounds, avoiding the shots from the heavy, long distance hitters, by blocking line of sight, you'll win the game...

anything that comes to the objective area (one hex surrounded by 6 other hexes), the croc can easily base it, and get the flamethrower uglyness... and if you don't come near the objective, the crocs win anyways, cause they control the area.

classic Catch 22... If you stay away, you lose, and if you get close, you lose...


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NightMoor
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08/23/2005 2:23 AM  
Just to clarify something, you don't *have* to deploy your forces 5 squares into the board, yoiu can deploy *up to* 5 squares in (page 3 in the Advanced Rulebook, under First Player Deployment). This means if you're playing a shooty-shooty ranged army, you can deploy on your starting line and start blasting while your opponent's army advances.

About the Crocodile, yeah it clearly looks like a brutal unit up close, but that's why you've got to take it down from far away. If you're facing the thing, deploy farther from the objective and blast it with good guns. It's not easy, but it's an option.

I think if this game's skirmish side takes off, the Croc will probably be one of the premiere strategy units from this set.


striderlotr
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08/23/2005 8:29 AM  
I understand what you guys are saying. I played in the event and with a Tiger got killer in both games I played. Tanks can be devastating in battle, but one thing that they have right now is cover. All the maps are loaded with it and cover blocks line of site. Cover also offers a save on all shots into it. There are ways to get in close and get shots off first round, but at a distance it is hard to take some pieces out.

It was very interesting to see all the light armor 2 vehicles out there while the infantry mostly had armor 4. I understand why it is like this, but found it very interesting when I was taking out light vehicles but not infantry at long range.

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SSG_Huble
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08/23/2005 1:01 PM  
The Axis & Allies Sealed Tournament Winning Army:

Churchill Crocodile (35pts)
M4A1 Sherman (21pts)
6-Pounder AT Gun (9pts)
6-Pounder AT Gun (9pts)
Vickers MG Team (8pts)
Red Devil Captin (7pts)
M1 Garand Rifle (4pts)
Bazooka (4pts)
MAS 7.5mm Rifle (3pts)

I think I got the points right.

--------------------------------------------------------------------
=*= Staff Sergeant T. J. Huble, U.S. Army (Retired) =*=
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Disclaimer: Frequently expresses opinions and/or statements based on documentation, fact, common sense, and/or logic. May not be suitable for all audiences. Individual reader assumes all risk. No Warrantly expressed or implied. No exchanges or refunds. Batteries not included. Some assembly required. Made in U.S.A.
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2005 Axis & Allies Miniatures GenCon Indianapolis Champion
http://www.wizards.com/default.asp?x=ah/aam/ah20050823a

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Axis & Allies Miniatures Gamer's Road Show
http://boards.avalonhill.com/showthread.php?t=9853

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