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Marat
07-01-2005, 01:35 PM
Our first look at the rules!!!

http://www.wizards.com/default.asp?x=ah/article/ah20050701b

Enjoy,

Marat

WotC Bob
07-01-2005, 01:39 PM
Heh, you guys are on it.

Actually, we have finished phase I of a new Axis and Allies site which has links to the quickstart guide and this weeks preview. Advanced Rules will be up in two weeks.

Axis and Allies Site: http://www.wizards.com/default.asp?x=ah/aa/welcome

GoblinSlayer
07-01-2005, 02:06 PM
Thanks for the Updates Bob!

vogless
07-01-2005, 02:15 PM
Boy, I wish they would tell us something about this game already! ;) ;) :D

JasonR1
07-02-2005, 07:01 AM
I can't print them out.

-Jason

JasonR1
07-09-2005, 09:35 AM
Hello,

I can't print these out. Is anyone else having a problem printing this out? I think something is screwy with the file. Could someone post it again?

Thanks,

-Jason

Moderator Sinister
07-09-2005, 12:20 PM
I don't understand this line...

Stacking: Each player can have only two units in a single hex. Only one of those four units can be a Vehicle.

I'm sure its a misprint I just wonder if its two or 4 units to a hex?

The game appears like its going to play very quickly. Can certain weapons target a whole hex? Can you put you infantry in a hex behind your armor to protect them?

knightwriter
07-09-2005, 12:37 PM
I don't understand this line...

Stacking: Each player can have only two units in a single hex. Only one of those four units can be a Vehicle.

I'm sure its a misprint I just wonder if its two or 4 units to a hex?

The game appears like its going to play very quickly. Can certain weapons target a whole hex? Can you put you infantry in a hex behind your armor to protect them?


No, it appears correct. Each player can only have two units in a hex. However, I believe that during a turn, you can move up to two units into a hex occupied by an enemy--for a total of four units (two of each side). This is considered something like a close assault attack. Of the four units, only one of them can be a vehicle so you can try and overrun a tank with a tank of your own.

Does that help explain it? Maybe next week when they release the rest of the rules, this one will make more sense.

rebel_yancy
07-09-2005, 02:51 PM
If any other SWM people are around to back me up, do so... please...

They did the same was the last expansion of SWM. These are the Quickstart rules. They are the simplest of simple rules, explaining mostly what the numbers on the cards mean. Note they didn't go into special abilities at all, or mention the other defense, or how you choose between defenses. The quickstart rules are "quick" and brutal. The in-depth rules we see in a week will introduce all the little aspects of the game, and we will also get our first glimmer of what strategy might be like.

rekced
07-09-2005, 03:44 PM
Hello,

I can't print these out. Is anyone else having a problem printing this out? I think something is screwy with the file. Could someone post it again?

Thanks,

-Jason

I was able to print these off at work just fine. Are you using an old version of adobe acrobat perhaps?

Lt M Cotten
07-10-2005, 09:20 AM
Has anyone seen these Mini's yet? I would surely like a look-see. :D

VFults
07-10-2005, 11:38 AM
Has anyone seen these Mini's yet? I would surely like a look-see. :D


Start here and follow the links at the bottom of the page. :)

http://www.wizards.com/default.asp?x=ah/article/ah20050708b

King_George
07-11-2005, 02:00 PM
I'm not sure I understand why counters are placed face down?
All players will witness the dice roll, so everyone will know how many and what kind of counters are placed.
It seems like placing face down is something that will quickly be ignored-unless I have missed something. :confused:

knightwriter
07-11-2005, 03:58 PM
I'm not sure I understand why counters are placed face down?
All players will witness the dice roll, so everyone will know how many and what kind of counters are placed.
It seems like placing face down is something that will quickly be ignored-unless I have missed something. :confused:

I believe the counters go face down to begin with because the results do not take affect until both sides have had their chance to attack. Therefore, shooting first does not give you an advantage over your opponent. After both sides have attacked, then the counters are turned face up.

TheFoeHammer
07-11-2005, 04:04 PM
I'm not sure I understand why counters are placed face down?
All players will witness the dice roll, so everyone will know how many and what kind of counters are placed.
It seems like placing face down is something that will quickly be ignored-unless I have missed something. :confused:

You need that because a disrupted vehicle could get disrupted again. You could have a face up marker from last turn that is staying on until the end of this turn and a new one "face down" from a shot taken while the unit was disrupted. Keeping track of when which counter gets removed would get real confusing without that mechanic and lead to arguments.

JasonR1
07-11-2005, 06:17 PM
Yes it did print. Thanks guys!!

-Jason