Forumini Newsletter No3 - July 2010
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Transcript of Forumini Newsletter No3 - July 2010
H I G H L I G H T S I N
T H I S I S S U E
Improving the looks of
your AAM game
Greek Navy in WAS
Taking pictures of
miniatures
WAS probability tables
AAM Scenario: Silla-
Mount Belvedere
Reviewing Condition
Zebra
A&A Campaign
Ranging Shots
July 2010 Issue 3
aaminis.myfastforum.org
Welcome to the third issue of the
forumini newsletter. With an aver-
age of 650 unique visitor IPs every
day, 50% from the United States
and 50% from the rest of the
world, our community appears to
become increasingly international.
It may be naïve to deduce from this
too much. Perhaps World War II or
generally miniature games are
becoming more popular globally or
maybe our members travel a lot
and can’t refrain from visiting the
forumini during their holidays. In
any case, being able to interact
with people from practically every
place in the world in the common
language of gaming is a blessing
and we may as well make full use
of it. This issue features articles
from Sweden, Romania, Australia,
the UK and the USA. The focus is
on practical info and practical ad-
vice, which is why we start with a
splendid article by Baron on AAM
game looks.
A t r u l y I n t e r n a t i o n a l C o m m u n i t y
B y N e u r a l D r e a m
T i p s f o r i m p r o v i n g y o u r A A M g a m e l o o k s
B y B a r o n
Tired of your ordinary battlefield looks? Same old map,
same plain looking green Sherman tank in your Army build?
Did it happen to you? My first awkward moment occurred
when my opponent asked me: “Why all your grey tanks
(Panzer IV F2) have the same number 316?” So, of course,
I have replied: “For the same reason as all your Ronson
tanks (Sherman) are plain green and don’t have a number”.
Yep, they come out of the box like that.
If you want to avoid the embarrassment of having all your
Panzers identical, I could suggest how to improve the situa-
tion with minimum investment of time and money. So here
it goes:AT fire. Just be careful not to hurt yourself either! If
you are under 25 years old, don’t do it, ask an adult!
Use decals! A sheet of water transfer decals will cost you a
few bucks and you will be able to customize many of your
tanks. Numbers, symbols, flags, all will transform a plain look-
ing mini into something interesting. And if your tank already
has a number on it, just apply a new one over, but be careful
to use an obscure color decal
number so it blocks the one
underneath.
This works mostly for vehicles,
since planes are on a scale that
makes it a little harder to find
decals for. A few touches of
paint won’t hurt either! You do
not have to be a master painter, neither do you need to buy
all kinds of brushes and colors to do it! Be smart and choose
3 water based colors (the type used for painting those annoy-
ing plane kits, avoid enamel based colors though) and a thin-
ner brush, the kind that kids use in kindergarten, and start!
Unique IPs in the last 100 days: United States (US) 37,658 Canada (CA) 6,544 United Kingdom (GB) 3,183 Germany (DE) 2,729 Australia (AU) 2,505 Netherlands (NL) 1,881 France (FR) 1,261 Spain (ES) 1,170 Sweden (SE) 765 Poland (PL) 705 Italy (IT) 698 Belgium (BE) 638 Denmark (DK) 545 Romania (RO) 414 Japan (JP) 389 Austria (AT) 356 Czech Republic (CZ) 344 Hong Kong (HK) 339 Finland (FI) 307 Reunion (RE) 297 Norway (NO) 279 Philippines (PH) 237 Greece (GR) 216 Russian Federation (RU) 198 New Zealand (NZ) 196 Brazil (BR) 162 Argentina (AR) 156 Europe (EU) 147 Hungary (HU) 126 Portugal (PT) 109 Iceland (IS) 102 China (CN) 100 Jersey (JE)95 Ukraine (UA) 85 Turkey (TR) 77 Korea, Republic of (KR) 75 Croatia (HR) 73 Switzerland (CH) 64 Taiwan (TW) 55 Slovakia (SK) 54 Virgin Islands, U.S. (VI) 47 Singapore (SG) 46 India (IN) 46 Ireland (IE) 44 Luxembourg (LU) 42 Iraq (IQ) 41 Israel (IL) 41 Thailand (TH) 40
...
P a g e 2 R a n g i n g S h o t s
You don’t have to use a primer, Aqua Colors from Revell
can be applied directly on clean plastic (no dust!) without
any risk. With White or Silver you
can add “kill rings” on the barrels
of your tanks (pick the long bar-
reled tanks) or artillery. Also a few
silver spots can be applied on the
tracks and suspensions of the
tanks simulating the metal to
metal friction (as can be seen for
the above Pershing).
Black, Brown or a darker color can be used for painting
exhausts, the tips of barrels, the shovels or tow chains pre-
sent on some of the minis. What else? Well you figure it
out, but keep it simple, 2-3 colors not more! Remember,
you need to invest just a little time and even fewer money!
Modifying your minis is also very
easy to do. Gather your unused in-
fantry that no trader will look at (like
the Stalwart Lt. or the Tenacious
Officer in the pictures), chop their
heads off, with or without the body
(sounds a little disgusting I know)
and glue it over the hatches as if
they seem to pop-out of the tanks.
Remember you need to be quick, or they will bleed to
death… right?!
For the tanks with Sideskirts you
can punch a few small holes in
the sideskirt (keep them small
and superficial else you will hurt
them!) in order to simulate AT
fire. Just be careful not to hurt yourself either! If you are
under 25 years old, don’t do it, ask an adult!
Most tanks had a hull MG, so
you can try and add one, just
glue a thin and short wire like
material. Be careful where you
add it, it should be as historical
accurate as possible and paint it
black!
Artillery is even easier to tune
up! Just glue to the bases a few infantry… For example, the
Panzerfaust or Mauser Kar miniatures are preferred for
German guns crew, since they have that pose, just repaint
the “gun” they are holding in black lets say (you have that
color, we talked about that above), so they will look like
carrying a projectile in order to be loaded into the gun (see
photo with crew loading a Semovente self propelled gun).
But what about Maps, you will say!? That’s even simpler!
Buy a few model trees and put them over the hexes with
forest! No need for expensive trees, the cheap ones help the
environment also! One tree per hex else your King Tiger will
have trouble moving! City hexes? You can download some
free paper models, print and fold them into 3D structures.
Keep it simple, search for a simple model, a small house (see
in the picture), you will find some nice models on the internet!
Use the office printer to save further money!
Last tip for the day is regarding the unit cards. We all remem-
ber the nice cards with artwork from the old sets. Since the
arrival of Eastern Front, the cards got stripped of artwork all
together and they are getting worse some say. Why? Most
likely the game company… wanted you to customize your
cards, right?
So what I recommend is you use that office printer and print
either on sticker type of paper either on normal paper some
relevant pictures with those units (just Google them for pics)!
Then after you
printed at a suitable
size the unit picture,
either stick it to the
card, if it was printed
on sticky paper, ei-
ther slip it in the
transparent plastic
sleeve of the card.
So, you get some-
thing like artwork and
it will help you find
the cards quicker.
They also look cool, so multiple advantages. Same can be
applied for the unrevised cards – print the revised version of
the card on sticker paper, then cut it off nicely and stick it
over the “old stats”.
Remember, the game is what you make of it!
T h e G r e e k N a v y i n W a r A t S e a
B y N e u r a l D r e a m
P a g e 3 I s s u e 3
With a very useful G-class destroyer, a quirky armoured
cruiser and a cheap coastal submarine, the Greeks are
expected to see much more use in Allied fleets than the
Dutch did in Set II.
Vasilissa Olga
A modified version of
the British G-class de-
stroyers, Vasilissa Olga
was the most modern
ship of the Royal Hel-
lenic Navy at the out-
break of World War 2. Together with her sister, Vasilefs
Georgios, she was built by the British, but was fitted with
German-made 127mm (5 inch) guns and 37mm AA guns.
The installation of the armament was carried out in Greece
as the Germans refused to ship the weapons to Britain.
Until September 1943, when she was sunk by German
bombers, Vasilissa Olga had distinguished herself as the
most successful Greek ship in the war. Ironically, before
she was sunk, she was known as the phantom ship of the
Mediterranean destroyer flotillas, because of the several
times she had escaped damage.
Georgios Averof
An immensely rich business-
man and philanthropist,
Georgios Averof (1815-
1899) offered in his will
2,500,000 Gold Francs to
fund part of the cost of a
modern fighting ship. 12
years after his death,
Greece bought from Italy a Pisa class armoured cruiser that
was named after its sponsor. I doubt there has ever been a
ship with more importance for a nation, as Georgios Averof
fought off almost single-handedly the whole Turkish navy in
the battles of Elli (1912) and Limnos (1913). During both
battles, the ship suffered only slight damage, while inflicting
severe damage to several Turkish ships. That earned it the
nickname “devil ship” from the Turks, but more significantly
allowed the Greeks to gain control of the Aegean Sea and
liberate its islands. Amazingly, due to delays in the delivery
of ammunition, Georgios Averof had fired its guns for the
first time during the Battle of Elli.
In 1941, Averof’s crew disobeyed the orders to scuttle the
ship to avoid capture by the Germans and sailed to Crete
under constant threat of air strikes. In 1941-42, it was as-
signed to convoy escort and patrol duties in the Indian
Ocean. Later, it was anchored at Port Said and on October
17, 1944, as the flagship of the exiled Hellenic Navy, it
carried the Greek government-in-exile back to liberated Ath-
ens.
By the outbreak of World War II its speed had dropped from
the original 23 to 17 knots, which in WAS should be speed 1.
I can’t blame WoTC for not knowing this though. You need to
visit Averof to find out about such details. Luckily you can do
so, as Averof is a floating museum in Athens.
Proteus
A Loire-Simonot type submarine, similar to the earlier
Katsonis class, Y-3 Proteus was the first Greek submarine to
be lost in World War 2. It was
built in Nantes, at the At. and
Ch. De La Loire, at a cost of
119,000 francs for the
Greeks. Having sunk early,
Proteus was the only subma-
rine of her class that didn't serve under the control of the
Royal Navy during the war. The fact that it didn’t achieve
much, makes it a curious choice of submarine for War at Sea.
19 Dec. 1940 - Proteus locates Italian convoy.
Torpedoes and sinks Italian cargo ship
"Sardegna" (11,452 GRT). Very quickly, Proteus is
spotted by the Italian torpedoboat Antares.
Antares drops 11 depth charges on Proteus, forces
it to surface and rams it 40 miles East of Brin-
disi (40º31'N, 19º02'E). All hands lost.
10 Jan. 1941 - At 09:25, the Italian radio an-
nounces that a Greek submarine was sunk three
weeks ago. On 19 Dec. 1940 Greek steamboat
"Ionia" had intercepted the SSS distess signal of
"Sardegna". As a result the Greeks were aware of
the success of Proteus, but not of its fate until
the Italian radio announcement.
If you want to expand your Greek navy with WAS repaints and
proxies, the forumini navies can help. You will find there four
Flower class corvettes (repaint of HMCS Sackville), two
Katsonis class submarines (practically repaint of Proteus) and
Vasilefs Georgios (Olga’s sister). If you don’t mind a lot about
accuracy of model, you can also use proxies for land-based
fighters and dive bombers, as well as the cruiser Elli and the
survivor destroyer Adrias.
P a g e 4 R a n g i n g S h o t s
If your pics are blurry and your camera won't cooperate
Move back from the mini and try again. The mini might not
fill the picture, but you can crop out the unwanted back-
ground later with either a program or an online service.
The reason for this is that all cameras have a minimum
focal distance. This is the distance within which the camera
can not focus, if you move your subject outside this dis-
tance all is well again. Nrnstaswa also noted that if you
have a macro option on your camera you should use it. It
really helps in situations like this. On Canon cameras for
example it's represented by a flower.
Your camera focuses but the pics are still blurry and or dark
Add more light. Either turn on more lamps or move closer to
a window. Maybe you can move outside? The sun is the
best light source. If you can't compensate with more light,
then add stability. When there is insufficient light the pic-
ture will take longer to expose. And you can't keep your
hand steady more than 1/50th of a second as a rule of
thumb.
So if your exposure is longer than that you need to fix the
camera somehow. You can use a tripod or set it down on
some books for example. Just as long as the camera stays
still during exposure your picture should be sharp and well
exposed.
Your pictures are sharp in some areas but not others
MrKen brought this up. Your camera has something called
an aperture which is the hole that lets the light in. It's repre-
sented by the 'f'-number, the smaller the number the more
light the lens can let into the camera. More light is always
good, but there is a trade off. The smaller the f-number gets,
the short the depth of field gets. Depth of field is the area that
becomes sharp and focused and it extends in front of and
behind the focus point.
If you have to use a small f-number because of lighting condi-
tions but the depth of field becomes too short you can back
away from the mini and try again. This lengthens the depth of
field a bit and should produce a better image. You can also
position your mini so that it is parallel to the depth of field,
that is you shoot it from the side on.
Strange tints
A lot of the times you get yellowish pictures from a digital
camera. This is because the camera needs to calibrate the
exposure to the color of the light illuminating the scene. A
conventional lightbulb for example has a warm yellow light.
Most cameras can do this automatically, but sometimes they
get fooled. You can fix this by finding the setting in your cam-
era called "white balance" and trying which setting produces
the best results. You can also fix this with your computer if
you have proper software.
Happy shooting!
And don't hesitate to post tips and questions at: http://
aaminis.myfastforum.org/about13939.html
T a k i n g P i c t u r e s o f y o u r M i n i a t u r e s
B y C m d r C l i n t
excellent histories read "And no birds
sang" or "The Regiment" by Farley
Mowat.
Logres, who is Intel NCO, married
his Fiance by proxy on May 10th.
She left for Basic Training (US
Army) in June to become a Combat
Medic and Logres of course says that
he misses her and sends her.
KondorsOverDakota Jr. Born 5lbs 14
ozs. 19.5 in long. Healthy and happy.
Woohoo!
Audacity was promoted Lieutenant
Colonel in the Canadian Forces and
given Command of the Hastings and
Prince Edward Regiment. This much
storied and decorated infantry Regiment
is located in south central Ontario. For
Ehenry0623‟s 20th anniversary
was last month and afilter‟s 17th
last week.
RaySpruance‟s wife got into
graduate school. He is now looking
to start his own business.
N e w s f r o m t h e c o m m u n i t y
P a g e 5 I s s u e 3 P a g e 5 I s s u e 3
W A R A T S E A P R O B A B I L I T Y T A B L E S
B y D a v i d - I n - S y d n e y
P a g e 6 R a n g i n g S h o t s
Attack on Silla-Mount Belvedere, Italy
Assaulting the Gothic Line
February 18th, 1945
Historical Overview: The 1st Battalion‟s assault against
Riva Ridge was part of a larger operation conducted by the
10th Mountain Division and other Allied units, including
the Brazilian Expeditionary Force, to seize commanding
terrain in the central Apennines. In addition to the five
peaks of Riva Ridge, the division attacked nearby Mount
Belvedere and Mount Gorgolesco. However, the ridge was
the 10th Division‟s first objective since its capture would
prevent the Germans from massing flanking fire against
the units attacking Belvedere and Gorgolesco.
Lieutenant Colonel Hampton chose to launch the entire
battalion in a frontal assault targeting all five peaks simul-
taneously. He organized the attack by assigning a peak to each of the three companies in his battalion. The attack
commenced at 7:30 p.m. on February 18, 1945. Except for
the arduous climb over the rugged terrain, the units experi-
enced few difficulties and encountered surprisingly little
German opposition. At 1 a.m. on February 19, B Company
reported receiving machine-gun and mortar fire; however,
adhering to its training, the unit did not return fire and give
away its position. Exercising tactical initiative, B Com-
pany‟s commander adjusted his unit‟s route of advance to
move around the defenders. At 1:17 a.m. he reported Cap-
pel Buso secured. By 4 a.m. four of Riva Ridge‟s peaks
were in American hands, and just before daybreak the de-
tached platoon reported it had seized Pizzo di Campiano.
Thus by 6 a.m. all five objectives had been captured.
Maps: Map 7- Number is in the Upper Left Corner which is the
SW Corner
Replace Town & Pond Hexs with clear tiles.
Adjacent to each of the five hills printed on the map add a
hill hex tile on the north side and a mountain hex tile on
the south side.
7 Turns
Setup: German & Italian Forces deploy first on or south (adjacent)
to the Hill Hexes. Fallshirmjaegers deploy as regular infan-
try.
US & Brazil deploys second, anywhere on the North 1/2 of
the map.
Half Hexes are in play.
US & Brazil have initiative for the first two turns.
Darkness: Since it is night time, units on the map can only see up to
two hexes away across clear terrain. In a hill, or mountain
hex, the units must be adjacent to see one another. There
is no defensive fire if moving adjacent through a mountain
or hill hex.
10th Mountain Division
Red Devil Captain
10th Mountain Division Soldiers X4
(Use M1 Garand units for Proxy with Custom Card!)
M1919 X2
US Engineer BAR Gunner X2
M1 81mm Mortar X2
M8 75mm Pack Howitzer
Brazilian Expeditionary Force
Infantry X4
(Use Buffalo Soldier Stat card & units for Proxy)
Kesselring’s Tenth Army LXVI Panzer Corp
MG42
Mauser Kar 98 X4
Light Mortar X2
Veteran Fallschirmjaeger
Fallschirmjaeger
Italian Forces
Breda Modello 37
Italian Conscript X3
Italian Alpine Troop X2
Victory Conditions:
10th Mountain Troops must capture and control all 5 Hill
Hexes by the end of Turn 7 for a Major Victory
10th Mountain Troops must control 3 Ridge Hexes and con-
test the other 2 for a partial victory
Germans must control all 5 ridge hexes for a Major Victory
Germans must contest all 5 ridge hexes for a Minor Victory
A A M S c e n a r i o : A t t a c k o n S i l l a - M o u n t
B e l v e d e r e , I t a l y
B y S n i p p e r s l y
Herky80: I am thrilled with what Condition Zebra pro-
vides to the game. New units all around, with new na-
tions and new special abilities. All this means new fleet
builds and tactics, which is why we all have so much
fun playing the game and collecting the models. My
particular favorites in this set are Gneisenau with Long
Shot 6, Chikuma with Scout Planes and Fuso with Split Fire. For the Allies I like the Dewoitine D.520 for a
cheap and effective fighter, Sunderland for its versatility
and Georgios Averof for its tough heavy armour.
Tincancaptain: As a set I feel the Axis came out ahead
but still lag behind the Allies as several cards need er-
rata and clarification. I give this set a 7/10.
The following is a detailed break-up of all new units:
HMCS Uganda - Cruiser - 1944
Tincancaptain: Finally Canada is getting something
other than destroyers even if it is a repaint. Stats are low
for a CL but that‟s to be expected and Flag 1 is probably
welcome addition for the Canadian. However, it seems
unnecessary in a nation that consists only of one proper
destroyer, one half destroyer, and now one light cruiser.
Early Warning Radar is frightening- I‟ve already sug-gested in my gaming group that this unit cannot be in a
build that also includes US ships. Imagine ten dice AA
from an Iowa eight dice AA at range one from a Mis-
souri or a double nine dice shot from and Atlanta. 7/10
Béarn - Carrier - 1939
Tincancaptain: Hurray for Vichy Wildcats! The guns
and torpedoes are interesting on a carrier but I almost
cannot call this thing a carrier with Slow 3 and Poor
Facilities. 6.5/10
Herky80: You could look at the Bearn like a slow heavy
cruiser with 1.5 basing cap and Expert Bomber. Not a
bad deal for 15 points, boosting the Vindicator to a 9
bomb rating while having the ability to attack destroyers
at range 3. For 28 points, the Bearn/Dewoitine/
Vindicator combo supplemented by one or two more
Vindicators to get through enemy AA is not the worst
idea in the world. For those who like to play the French
anyway.
D.520 - Fighter - 1939 Tincancaptain: If the BF-109 is the Wildcat of Europe
then the D.520 is the Zero. Nimble needs errata but I
expect that‟s already in the works. 7.5/10
Herky80: Before 1941, the Dewoitine is the only Allied
fighter option and it is both well-priced and effective
with the same stats as the A6M2 Zero. However, it lacks
Escort and would be an inferior choice to the Martlet if
you have Vindicators in your fleet.
Lamotte-Picquet - Cruiser - 1939
Tincancaptain: I‟m on the fence with this one. Main
Guns, AA, Armor, and Vital Armor all seem low for a
12pt cruiser. Add in a lack of a secondary and I start to
feel like the French are getting ripped off with this unit.
She does make up for the low scores and missing seconda-
ries at least in part with a two-dice torpedo attack at range
two as well as being France‟s only flagship but it is still
only a Flag 1. I‟m not sure how valuable Scoutplane At-
tack is going to be it‟s only for the first turn, can be
stopped with an AA roll of three, and is only a two dice
bomb attack (What‟s the plane dropping a hand grenade?). 6/10
Herky80: I am trying to find some redeeming quality
about it but have failed. Two bombs- seriously? For a sec-
ond there I thought we were playing a WWI game.
Provence - Battleship - 1940
Tincancaptain: Why anyone would take this over a Dun-kirk is a mystery to me. One point more and you gain a
(very) slightly better Main Gunnery, better secondaries, a
tertiary attack, and Shore Support, but lose TD, Excellent
Spotting, a die of AA, and get saddled with Slow 3, and it
costs 1 point more. Only if someone really wanted to build
a French BB fleet and had classed out the other two can I
see this ship being reasonably included in a build. 3.5/10
V-156F Vindicator - Divebomber - 1939
Tincancaptain: Decent little dive bomber that is cheap but
frail. At least it has Press the Attack, which is more than
can be said for the Stuka. Export Version seems useless as
both the US and UK have better options when it comes to
dive bombers. 8/10
Herky80: In 1939 US and UK have no better options. Of
course US has no options, but if playing a 1939 game and
you field the Victorious with Expert Bomber, this unit
could help. At 7 points, it costs the same as the Stuka, but with one less Bomb die and vital armor. But Press the
Attack makes up for that and based on Bearn or Victori-
ous and you have that one die back. It is therefore on par
with the Stuka and should be fine against early German
AA ratings. 8/10
Georgios Averof - Cruiser - 1940
Tincancaptain: What can I say other then poor Schleswig
Holstein, Averof‟s main gunnery is a little lower, seconda-
ries are a little better, armor, vital, and hull are all the
same Averof lacks Holstein‟s point blank torpedo but has
better AA, slow 2 instead of speed 1, a flag rating (Really?
The French had to wait four sets and the Greeks get it out
the door?!?) , and I know that Inspiring Example will see
infinitely more use then shore support. All this Averof has
over Holstein yet costs 4 points less. I think RB got paid
off by someone :cough:ND:cough: for this unit to be this
good. 4/10 (for being broken)
Herky80: Can‟t say I really agree with my counterpart
here, except for the comparison to S-H. The 6 armor
makes me feel good inside and will be an effective
counter to Italian ships, both the under-gunned battleships
and plethora of cruisers they have. Greek-Italian matchups
should be fun now.
Proteus - Submarine - 1940
Tincancaptain: Well it‟s better than Casabianca, but not by
much. Risky Attack is… interesting. 7.5/10
R e v i e w i n g C o n d i t i o n Z e b r a
B y H e r k y 8 0 a n d T i n c a n c a p t a i n
P a g e 7 I s s u e 3
P a g e 8 I s s u e 3
Herky80: Compare it to the Ambra and it looks good to me.
Of course now Italy has Da Vinci, but still it will be a great
sub to use against Italy.
Vasilissa Olga - Destroyer - 1940
Tincancaptain: Decent 7 point destroyer good ASW and torpe-
does Guns and AA a bit light but to be expected for the price,
Evade Bombs is an odd choice for a destroyer‟s SA. 8/10
Witte de With - Destroyer - 1940
Tincancaptain: Nothing special torpedoes are underwhelming,
guns nothing to call home about, AA is at least descent, and
ASW leaves something to be desired. Protect cripple maybe
useful but it is also limited. 7/10
HMS Cossack - Destroyer - 1939 Herky80: Identical in stats to Haida and Arunta with the ex-
ception that Cossack is available in 1939 and the other Tribals
are 1942. The other Tribals also have Sub Hunter while Cos-
sack‟s Special Abilities give a better defense and an extra tor-
pedo against battleships. If playing a 1941 or earlier game, the
UK Commonwealth had only one 5 ASW rated ship, the Jave-
lin at 9 points. Now they have two. The u-47‟s 4 armour threat
in early games makes bringing a 5 ASW rated ship important,
and although Javelin with Smoke Screen and Sub Hunter is
the UK‟s best choice, Cossack can hold it‟s own at two points
cheaper. 7/10
Tincancaptain: If I had a choice between Arunta and Haida,
Arunta‟s Close Escort would always put her before Haida‟s
Destroyer Hunter, but this is much harder to chose between
due to Valiant Stand.
HMS Royal Oak - Battleship - 1940
Herky80: The Royal Oak provides firepower equal to most other UK battleships at a much cheaper cost. However, this
inexpensive ship also has the new Slow 3 SA and lacks a Flag
1 rating. But it‟s guns won‟t jam and it has no fatal flaws. A
great choice to add a second battleship to your fleet because at
41 points, you can spend the extra points on other units. 8/10
HMS Victorious - Carrier - 1941
Herky80: The first and only British carrier with the Expert
Bomber SA, the Victorious is two points cheaper than Illustri-
ous because it lacks the Sneak Attack SA. An Illustrious/
Victorious combination with two fighters, a dive bomber and
torpedo bomber is a good tactic to now employ. The versatile
Barracuda will benefit from the Victorious, dropping 9 bombs
instead of 8, making it‟s 12 point cost a bit more economical.
7/10
Sunderland Mk. 1 Herky80: This unit has many functions and will be busy hunt-
ing subs, bombing ships smaller than battleship size and if time permits, drop an aerial mine to make an enemy think
twice about moving into or through a sector. No matter what
your opponent brings, you will have a use for the Sunderland,
making it well worth the 10 point price tag. 9/10
B-24D Liberator - Patrol Bomber - 1942
Tincancaptain: Bomb 8, Hi-Level Bomber enough said. 2/10
Herky80: I like this unit because it is a cheap air option and
although it doesn‟t have Loiter, it does have the new SA Ex-
cellent Endurance, giving it a repeat performance. It will add a
little sub harassment or bomb destroyers and cruisers, making
it useful for the low price tag.
USMC F4U-1A Corsair - 1943
Tincancaptain: Another US super fighter yeeee-
aaaaaazzzzzzzZZZZ , I‟m not even going to get into the cost
comparison. You know the one. 6/10
Herky80: The gold standard for a fighter option. In larger fleet
builds, it will make an appearance to target that #1 bomber you
most want to shoot down. Or roll 11 dice to try to destroy a
fighter.
USS Allen M. Sumner (DD 692) - Destroyer - 1944
Tincancaptain: US version of HMS Javelin better AA and
Raider (What did this thing Raid?) For a point less. 7.5/10
Herky80: ASW of a Saumarez! Looks like the best US de-
stroyer but alas, the year is 1944. The Smoke Screen/Sub
Hunter combination is the best you will find in a destroyer-
aside from perhaps Close Escort. This should make an appear-
ance in every late war US build.
USS Houston (CA 30) - Cruiser - 1941
Tincancaptain: Good prewar heavy cruiser, stats are solid, Flag
2 is unneeded for the US but now they have a 1941 option
other then Enterprise. 9/10
USS Lexington (CV 2) - Carrier - 1941
Tincancaptain: I‟ve been waiting for this ship. My granddad
was on her and he has always been my personal hero having
this ship is personally great. That being said, how the hell is anyone supposed to sink it? Armor 5, Vital 12, Hull 5, TD, and
AA7, the best way to kill US super planes is to (Try to) take
out the carriers under them but good luck trying that with this
ship. 6.5/10
USS S-37 (SS 132) - Submarine - 1941
Tincancaptain: HAHAHAHAHAHAHAHAHAHAHAHAHA!
Ahhh, Worn out Boat, at least Casabianca is no longer the
worst sub in the game. 9.5/10 for being such a good punch
line.
USS West Virginia (BB 48) - Battleship - 1941
Tincancaptain: When did this ship exist? She has the radar and
AA abilities of after she was refit and the secondary tertiary
armaments she had before sinking at pearl. I‟m used to ships
and planes having their earliest availability and latest stats but
this has both late and early armaments it is neither pre nor post
refit?!? 6/10
Herky80: The new Radar Solution SA should make night bat-
tles difficult for opponents who were once happy to avoid ER4
shots. Once die might not sound like much, but when cracking
that tough battleship armor or going for a vital, it could make a
difference. And the West Virginia seems to be a great price for
what you get.
Arkhangelsk - Battleship - 1944
Tincancaptain: Finally a real battleship for the Soviets not a
glorified heavy cruiser. Slow 3 means she‟s a slug but at least
the gunnery, AA, and armor are all up to BB standards inactiv-
ity is humorous. 8.5/10
Vainamoinen - Cruiser - 1940
Herky80: Vainamoinen is a strong but slow cruiser with ER4,
good AA but no torpedoes. We see the emergence of a new Special Ability here, the Coastal Deployment. This adds to
other Axis SAs such as Lead the Attack, Establish Screen and
Flank Speed that bring units close to objectives early in the
game. 7.5/10
Tincancaptain: This thing is a really powerful, expensive, sink-
able, shore battery, compared to what the Greeks got, Vain-
amoinen is disappointing. 5/10
P a g e 9 I s s u e 3
Fi167 - Torpedo Bomber 1940
Tincancaptain: Decent plane but not needed by Germany at
all. 5.5/10
Herky80: This unit makes larger early-war games possible
with another air option for Germany.
Gneisenau - Battleship - 1939
Tincancaptain: Hurray! TD Long Shot 6 (it really should be against carriers but hey, I‟m not complaining) it‟s eve-
rything Scharnhorst should have been. 10/10
Nurnburg - Cruiser - 1939
Tincancaptain: Köln with Mines instead of lead the attack
I‟ll take it. 7/10
Z32 - Destroyer - 1942
Tincancaptain: Holy ... a destroyer with range three gun-
nery, descent AA, and good torpedoes. 10/10
Herky80: I think range 3 for this destroyer is going to be
huge when dealing with enemy destroyers that cannot fire
back. Sub Hunter is nice too. This truly makes Germany
much better.
Ascari - Destroyer - 1940
Herky80: A nice cheap little destroyer that has a great 5
ASW rating- which Italy needs. It has less guns and armor
than Luca Tarigo, and lacks Sub Hunter, but makes up for
that in price and ASW rating. Smoke Screen might keep it
alive a little longer, considering it has a 2/6 armor/vital
rating. Pair it with the Sub Hunter Pegaso so that once they
do reach a submarine, something is intact to drop depth charges. 8/10
Caio Duilio - Battleship - 1940
Herky80: Caio Duilio is a good size to supplement Veneto
or Littorio. A solid all-around battleship with ER4 and
TD1 along with the new Covering Fire SA. Covering Fire
might as well be called „Draw Fire‟, causing players to
attack this unit the next turn, to avoid the penalty. A good
improvement over Cesare- for three more points you buy
Covering Fire and Flag 1. 8/10
Leonardo da Vinci - Submarine - 1940
Herky80: +1 Vital and Hull for only two more points will
make Italian players choose Da Vinci over Ambra every
time. Fighting Instinct is an interesting SA that will be
exciting to try out and can apply to many other units. 9/10
Trento - Cruiser - 1940
Herky80: A solid Italian cruiser with a little bit of every-
thing- good guns, torpedoes, armor and all at a fair price. If you can only choose one Italian cruiser, this one is a good
choice. High Speed Run combined with Establish Screen
could put Trento challenging objectives very far out front
early. 9/10
Z506 B Airone - Patrol Bomber - 1940
Herky80: At least it is a little better than the Lamotte-
Picquet‟s Scoutpane. The ASW Pinpointer could make the
Tarigo‟s 3 ASW average instead of just plain terrible. 5/10
Agano - Cruiser - 1942
Herky80: A Yahagi without the Flotilla Leader or Flag 1
but with Night Fighter and one point less. Agano is the
cheapest IJN cruiser of choice and consider combining it
with Myoko, Jintsu, Murasame and Yukikaze for a dark-
ness advantage (but at a steap price). 6.5/10
Chikuma - Cruiser - 1941
Herky80: This unit will find its way into most Japan fleet
builds. Chikuma adds a +1 bonus to all torpedo attacks
against one ship. Combined with Emily, it will give Jill three
torpedo dice at range one not only once per game but every
turn. Now who is complaining about US air cheese? 10/10
Second opinion: “Now who is complaining about US air
cheese?” Still me. But Chikuma really is a great unit. 10/10
Fuso - Battleship
Herky80: This is the Yamashiro without Flag 1 but with one die better main guns and 1 point more in cost. Unmask Guns is
replaced with the new Split Fire SA that essentially improves
the secondary guns by weakening the main guns. Firing two
ER4 shots with eight dice each against cruisers or smaller bat-
tleships is the real beauty here. 9/10
Second opinion: Fuso‟s gunnery still falls behind other 12 x
14” gun battleships but it is better then Yamashiro for sure.
8.5/10
Junyo - Carrier - 1942
Herky80: Expert 2 is always a nice bonus over the usual 1, and
at 15 points, Junyo is a great purchase. Although armor 2
causes this ship to stay in the back, it will probably find it‟s
way into a sector with Tone as both provide bonuses to bomb-
ers. 8.5/10
Tincancaptain: Sure she‟s fragile but Determination can
quickly make this ship the most annoying carrier the IJN can
bring, I have loving memories of Exeter running around crip-
pled until she killed the last enemy battleship with torpedoes.
9.5/10
Matsu - Destroyer - 1944
Herky80: A little destroyer that has a bit more punch with
Long Lances to attack with and an ability to protect the Kinai
Marus. Although weak armor makes it vulnerable to strafing
fighters, the Matsu has decent AA and ASW ratings with an
opportunity to hurt any ship. 7/10
Murasame - Destroyer - 1941
Herky80: This is an Isokaze that is one point cheaper at the
expense of 1 main gunnery die. To replace that disadvantage,
Murasame is a Night Fighter. But since you‟ll be hunting subs
with this ship any way, choosing it over the Isokaze makes
sense if you need to save some points. 8/10
N1K1-J "George" - Fighter 1944
Herky80: George will delight IJN players who have faced US air and lost. Although the George costs one point more than
the Corsair, since you can‟t choose one over the other, it does-
n‟t really effect the game much. Who wins on a one point fleet
build advantage anyway? 7/10
Second opinion: Fair is fair and this is neither when compared
to the Corsair. Until errata is issued I won't be using this unit.
4/10
Suzuya - Cruiser - 1941
Herky80: Suzuya is a solid heavy cruiser which has effective
main guns with a +1 bonus against destroyers. Torpedo Swarm
throws one more long lance into the mix, which could get
deadly when added to Aoba‟s Aggressive Tactics and Oi‟s
Torpedo Run. If timed right, there could be a lot of long lances
in the water at one time. 8.5/10
Tincancaptain: Torpedoes are a little disappointing compared
to Nachi and Aoba classes, but the AA and Torpedo Swarm
make up for it. 9/10
P a g e 1 0 I s s u e 3
The foruMINI has launched our first Axis and Allies Cam-
paign. This game is modeled after the original Axis and Allies
Campaign started by WoTC in 2007.
Form the original campaign announcement 4/13/2007 by
David Devere:
Think of it as a massive multiplayer online board game. The
board games will be our strategic determiner, defining where
and when. The miniature games will resolve the battles and
this website will be where you, the commander of the forces,
will get your new battle orders and submit you’re After Action
Reports.
Each battle, every build, every loss and every victory has an
effect. Unlike a scenario – each battle will directly affect the
course of the war. Your ability to execute the orders from
High Command will determine what forces are available for
the next turn and how High Command will proceed.
Unlike the original WoTC campaign game we are putting our
own foruMINI spin on things. First off we now have access to
the king of all Axis and Allies Board Games "Axis and Allies
50th Anniversary Edition" which is the basis for all the strate-
gic movement that determines which great battles will be fought.
In the coming weeks
and months you, the
members of the foru-
MINI, will have the
opportunity to refight
some of the largest
battles in history as
well as many that
never happened using
your Axis and Allies
Minis and War at Sea Fleets at home or here on the foruMINI
using the online gaming forum.
Once again it is 1941 and
the fate of the world hangs in the balance. You are
challenged to take com-
mand of Armies and de-
cide the fate of a nation as
well as the world. As an
Admiral you may be asked
to fight a desperate strug-
gle to stave off massive
advancing forces with a rag tag fleet in order to buy valuable
time. Are your command abilities be up to the challenge?
The ForuMINI campaign officially started June 3, 2010 with
Round 1 –The battle begins:
http://aaminis.myfastforum.org/about14434.html
Round one is now complete and Round two is scheduled to
launch in early July. The second round will finish up the
fighting in 1941 and conclude the first full turn of the AA50
Board game that the campaign is
based on.
So far the Axis has dominated the
world stage. Germany has struck
deep into Russia before finally being stopped at the gates of Len-
ingrad.
Japan is still running rampant
across Asia and the Pacific. The
Japanese Army continues to
sweep across the Far East striking
at the UK and China. They have
also neutralized the threat from
the United States by wiping out
any Far East naval presence and
invading the Philippines as well
as destroying the USN Fleet at
Pearl Harbor.
Round two will see the UK,
China and the U.S. attempting to strike back at Japan to stave off
the Imperial Japanese on-
slaught. Italy will also become
a player on the world stage
as they try to succeed when
Rommel failed in North
Africa and continue to
maintain an Axis Presence
while the Desert Fox re-
groups the Afrika Corps.
How does this work?
If you have not already been participating in the campaign it is not too late to start. Anyone can play at anytime. Each round of the campaign contains a narrative of the current situation on the game board and a number of battle tickets which are
scenarios generated from actual engagements on the AA50 game board.
F o r u m i n i A x i s a n d A l l i e s C a m p a i g n N e w s
B y a f i l t e r
P a g e 1 1 I s s u e 3
Once the time has expired for the current round the results are
all calculated and then applied to the AA50 game strategic
board.
Each round we intend to have several battle tickets with a mix
of both land and sea engagements so everyone can get some-
thing from it. If you play strictly AAM then just fight out the
land battles and the same for WaS players. Of course the ac-tion on the strategic game will determine what battles will be
fought, so it may not always be even.
Additionally, some battles on the strategic board are so lop-
sided when converted to AAM and WaS that those battles are
simply resolved using the AA50 game system. The Campaign
Moderators will determine which battles will get a battle ticket
and which ones are resolved on the strategic board.
Round one is complete, and round two is just starting, so there
is plenty of time to join in on the fun.
Make sure your troops are ready to move. Prepare you fleets
for action. The world is depending on you. Are you ready to
rise to the occasion?
To get more information on the campaign please check out the new ForuMINI Axis and Allies Campaign forum:
http://aaminis.myfastforum.org/forum69.php
Come join the action....the battle for world domination has
begun!
Field Marshal
Games is proud to
sponsor the Axis &
Allies forumini.
FMG is committed
to bringing the Axis
& Allies community
the best in acces-
sories for the
miniatures and board games. Check out our site
to see what we offer, including Combat Dice, Cus-
tom Dice Towers and more.
www.FieldMarshalGames.com
SPONSORED BY
Miniature Market is proud to support
such an involved and active commu-
nity. We will continue to appreciate
this customer base and do what we
can to make expanding the product.
lines easy and affordable.
www.miniaturemarket.com
TrollAndToad.com is excited to be a spon-
sor of the Axis & Allies Forumini! If you
have any questions about Troll & Toad,
feel free to send a PM to Murdokopolis
on the forum.
www.trollandtoad.com
This third issue of the newsletter was compiled by NeuralDream
12-7-Games is a proud sponsor of the forumini. We are
committed to the Axis & Allies community by offering the
broadest selection of AAM/W@S miniatures, including the
hard to find, out-of-print miniatures. We recently added
Field Marshall Games, Fantasy Flight and Avalanche Press
board games and accessories to our growing list of items.
Please visit our site to see what we offer at
http://www.12-7-games.com
Zazzle is not a sponsor, but for each sale
there is a small commission that goes to
the foruminian designer of the product.
Products include the ww2 airborne
assault tie, buttons for every kind of
achievement during an AAM or WAS
game, hats, mugs, t-shirts depicting
ww2 tanks, aircraft and ships, etc.
www.zazzle.com/forumini