Wednesday, June 20, 2007

Session 1 of 8

Justin finished with 7 points
Ritter and Adam each pulled 4 points
Brad hauled in 1 point

Point system
5 points for total destruction
4 points for objective control (after 7 turns)
3 points for win by points (objective contested after 7 turns)
1 point for loss by points (objective contested after 7 turns)

We'll hold 7 more sessions over the next several months and you will keep your top 6 scores so everyone has a chance to score the massive and sought after TROPHY!!!!

Monday, March 19, 2007

Crazy mad army.

So, I played my friend Justin (he left a comment in the previous post). He said, "This time I'm going to bring a crazy mad army." I knew he was bringing a plane, so I brought some anti-air artillery. The problem was two-fold. First, my artillery didn't have an extended range specialty, so as long as the enemy aircraft stayed 8 hexes away, my artillery was a museum peice. The second problem was that Justin didn't fill his army with any vehicles... not one! All of my units with high vehicle attacks were also pretty useless.

Friday, March 16, 2007

Last Night's Game

Okay... I haven't posted in a while. I've started keeping notes during my games of things that worked and things that didn't. Of course, then I forget to bring my notes with me to the office. (I don't surf the web much at home because I'd rather spend my time playing with my little girl). Anyway... here are some of the things I learned last night.

  • The Nashorn is a mean sonofabitch... unless you are up against a plane, or let your enemy flank you with two units (a sling shot could take this guy out if he's being fired on from behind).
  • The sGrW 34 81mm mortar is nice, but the range is 16, so sit his @$$ way back in the rear of the field. He can reach everything but the far corners of the map.
  • The Disciplined Spotter has great speed on the field, and you must have him to utilize the mortar efficiently. Be careful not to put him in too close... if you lose him, you lose the effectiveness of the mortar. (I think next time, I'll try to bring two spotters; though, they're somewhat expensive). Also, I didn't bring any air power, but I'm sure a plane would have been somewhat devastating to nearby units.

Okay, here's the problem with all of that. The mortar, two spotters, and the cheapest German airplane will run you 43 points. That's almost half your army. Throw in the Nashorn, and you only have 12 points left.

I guess you could add the SS-Haupsturmfurer and the SS-Panzergrenadier in order to overtake the objective. You'd have initiative (I think +3 is the largest initiative in the game). Neither of the 14 point planes have much of an attack against a vehicle (5/4/1 with the spotter). Your only effective vehicle deterrent is the Nashorn.

I jotted the following note last night regarding the Nashorn:

if hills then good, else weak

Next time I roll Axis and the map has an abundance of hills, I may try this army. My opponent last night commented that some maps have hills in the corner. With a range of 20, that little bastard should be able to cover the entire board.
The army seems small, and there's not much protection against vehicles, so I may need to tweak it a little.

Be sure to leave comments letting me know what you think!

Thursday, February 22, 2007

New Units & Tactics

I got a booster set last night... nothing special, but I have created an Axis army (mostly German units) and an Allied army (mosty American units). Each army has a few alternates and I've jotted down some ideas and tactics.
I'm playing against some friends on Saturday, so I can't share any of my ideas, but check back Monday and I'll let you know what I tried and how it worked.

Tuesday, February 20, 2007

The Invasion Begins

I created this blog to chat about my new found interest in Axis and Allies Miniatures. I have a small collection (which I'm hoping to build as my wife lets me buy more stuff). I intend to discuss tips, strategy, experiences, etc. I hope you'll continue to visit my blog and contribute with any of your ideas.