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Issue 1

February 2010
aaminis.myfastforum.org

Ranging Shots
H a p p y
Let me start by wishing you a happy New Year with many sixes and great booster picks.
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B y N e u r a l D r e a m name in the forumini. For those who dont know, he recently published two photo books on weed identification (for gardeners, farmers, etc.), Weeds of the South and Weeds of Midwestern US and Central Canada. Hence, weeds rock too! Finally, a big thanks to the sponsors of the forumini: MiniatureMarket, FieldMarshalGames and TrollAndToad. Check the last page of this issue for their wishes for the New Year and some special discounts that are exclusive to the foruminians.

Foruminian of the Year: weedsrock2 Review of the Polish troops in AAM and the US carriers in WAS The new banner An AAM scenario Review of the Dice Turret Special discounts by our sponsors

2009 was a great year for Axis & Allies miniatures. Despite rumours that the games were to be cancelled by WoTC, we had the pleasure to see the release of two new AAM and two new WAS sets. For this we need to acknowledge the hard work of the WoTC employees who continued supporting these games even voluntarily at some points. Part of this success must also be attributed to our very active community that supported the game and helped it stay alive during the grim days of WoTC job cuts. In the first weeks of 2010, I

asked you to vote for the Foruminian of the Year. It is with great pleasure that I announce that the winner was weedsrock2. Some of the reasons most commonly mentioned by the voters: Invaluable support to the Forumini Navies project as the lead card maker A voice of reason in every debate For having founded IJNCVLF to lobby for more Japanese carriers in WAS, and for offering an IJNCVLF diorama to the lead designer of WAS, WoTC_RichBaker. ... and let me add one more: For having the coolest user-

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My good friend Armchair General is to Polishness what Chicago is to corruption, Tiger Woods is to philandering, and Pamela Anderson is to fake breasts. (Sorry, but if I didnt put in something naughty, the W@S guys might stop reading.) Ever since he started playing, its been nothing but Poles, Poles, Poles. The Cromwells are crewed by Poles, every Humber driver is named Stosh and each Destroyed marker is just another road sign on the way back to Warsaw. If we play a 200 point 1944 limit game, he fields 15 Polish Cavalry, 20 Mausers and 10 7dpw

tanks even if he has to use buttons and pennies for proxies. Thus, you can imagine that the arrival of Early War was quite a thrill for him. (By the way, please accept his apologies for the lack of Polish tanks and officers on the singles market.) AG can finally field a halfway decent army in a 1939 battle since the set jumped Poland to the forefront of the Allied minors. Im not quite as sanguine as my pierogi-laden pal, however. I believe that Poland presents more of a mixed bag. The Polish Cavalry is among the best of

the best in AAM. Obviously, it cant win a game on its own, but as a role player it cant be beat. The ability to move fast and then strike home in the Second Player Assault Phase makes it a hay-powered, Hamsterseeking missile. After shedding the face-up Disruption in the Casualty Phase, the Hauptsturmfuhrer, sniper or MG is hopelessly pinned and ripe for destruction under a flurry of saber blows. (Armchair General stipulates that his troopers only use lances, but thats another

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matter.) Raising the stacking limit to three only increased the cavalrys usefulness. Like all Polish units, the uhlans are vulnerable to aircraft, especially as they wind their way across the map during the initial turns. Polands armor also does well in early war battles. Both tanks feature a reasonable cost and good weaponry. The 7tpw outclasses the Panzer Is and IIs against vehicles and is cheaper than the early Panzer IVs. Its double-turreted counterpart is excellent for softening up dug-in infantry for the cavalry to finish off. The armor on both is weak, but they are cheap enough to afford to lose a few out of your swarm in exchange for taking out the German tanks. The only question here is why the Polish 7dpw gets ALL GUNS BLAZING instead of DOUBLE SHOT like the Panzer I. Nevertheless, since overall inventories dont figure into AAM, the Polish player can field an armored force equal to the Germans. The Ursus tankette certainly doesnt hurt him either. (Incidentally, there were several models of this vehicle and its not clear which one the game piece represents. My best guess is the TKS wz.33 with a 20mm FK cannon.) At six points, it provides a fast, pesky little vehicle that can flank the slower German vehicles. My problems with it are why should the 20mm autocannon have such low Attack Dice against soldiers and why the Polish unit has both fewer dice than the Panzer II and no DOUBLE SHOT. The German 20mm AA has 9/8/7 against soldiers, so why does putting it into a vehicle as the main weapon cause such a drop off? Over all, the tankette probably has the wrong stats and with its current ratings is costed a point too high. Over the years, historians have changed their opinion of the Polish Army. As the myths dissipate, Polands armed forces are no longer considered a bunch of bumblers waging medieval warfare against the technologically-advanced German Blitzkrieg. Instead, it has become apparent that Polands infantry could stand toe-to-toe with the

Wehrmacht in a fair fight. Unfortunately, the Germans numerical superiority in artillery and aircraft made sure that fair fights rarely occurred. Still, there are numerous instances of the Poles refusing to retreat, even when ordered, and continuing to fight as long as they had a chance of taking a German with them. AAMs Polish infantry doesnt sell the country short. The Polish Mauser is identical to the German Mauser. While this doesnt place the Polish player at any disadvantage, it does raise the question of who thinks that the Polish Army was exactly the same as the German Army? The great tragedy of the Polish Army in AAM (And believe me, this was an army used to tragedy. They dont need any more.) is that there is absolutely nothing that makes it Polish. These men fought like lions in an increasingly hopeless situation. Even when they lost their country, they kept on fighting. They marched across a continent out of Russian POW camps just to fight more. The Poles stormed Monte Cassino, they dug in to hold the Falaise pocket closed, they jumped into Arnhem and theres absolutely nothing anybody at WoTC can think of that distinguishes the Poles? Just to twist the knife a little more, WoTC revised the cards and made the Polish Determined Infantry only available after 1940. Evidently, My Big Picture Book of World War II or whatever they use for research out in Washington, didnt have a chapter on the Podhale Rifles or Sosabowskis 21st Regiment or the 36th Academic Legion or the 10th Mechanized Cavalry Brigade. Sure, you can send all the 5/5 SS Infantry you want into Poland, but God forbid that the Poles have any welltrained troops to oppose them. The Bofors antitank gun is another Polish unit that doesnt get its proper due in the game. It has stats identical to the PaK 36 (from the revised card set), but was actually a little better. Im not sure if it deserves any more Attack Dice, but extending its medium range to 5 or giving it a small Special Ability

would have been appropriate. Finally, we come to the Polish Officer, a strong candidate for the worst unit in the game. For 7 points, the same cost as a Hauptsturmfuhrer or a Red Devil Captain, you get a piece that does absolutely nothing. Excuse me, it does have +2 Initiative, a whopping one more than the Kuomintang Officer which is overpriced at 5 points, and CLOSE ASSAULT, but so do all your 3 point infantry. Giving COORDINATED FIRE to a commander with only a short range attack and costing him at 7 points is some kind of sick joke, especially since the Poles wont be getting another commander this century. (Maybe in set CXIV. We can only hope. Probably get a couple of reprints first.) I truly dislike the practice of recycling Command Abilities, but it would have been a blessing in this case. The designers had an opportunity to add some character into the game, to give the players a chance to command a Polish force that behaved similarly to the historical Polish Army and they came up with this monstrosity. Its truly a shame. Ill always remember the tear rolling down Armchair Generals cheek as he read the card for the first time. Three partitions, how many German invasions, terror bombing of Warsaw, Katyn Forest, ground under the heel of the Russians for 40 years and now this. Hasnt Poland suffered enough?

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Isnt it embarrassing when you are talking about one of your favourite units and someone points out that you are pronouncing it incorrectly? Hoping that this will help, I compiled a list of the Italian units of War At Sea with the meaning and pronunciation of each name.

Name Vittorio Veneto Littorio Giulio Cesare Bolzano Gorizia Zara Eugenio Di Savoia Duca DAosta Luca Tarigo Ugolino Vivaldi Pegaso Ambra Sparviero Folgore Picchiatelli Aquila

Pronunciation vee-TOH-ree-oh VE-ne-to lee-TOH-ree-oh gee-OO-lee-oh CHE-za-reh bol-CHAH-noh go-REE-chee-ah ZAH-rah eh-oo-JE-nee-oh dee sah-VOH-ee-ah DOO-kah d ah-OS-tah LOO-kah tah-REE-goh oo-goh-LEE-noh vee-VAL-dee PEH-gah-soh AM-bra spar-vee-EH-roh fol-GOH-reh pee-kia-TEH-lee AH-kwee-lah

Meaning an Italian city near Venice lictor (a class of Roman civil servant) Julius Caesar an Italian city and a famous mathematician an Italian town near the Slovenian borders the Italian name of Croatian city Zadar Austrian Habsburg military leader Duke of the region of Aosta (in NW Italy) Genoese explorer of the 14th century Genoese explorer of the 13th century pegasus amber sparrow lightning crazy (plural) eagle

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Creativity (finished) 1. Raevski 45 2. RedBaron 36 3. Carrion 29 4. TheLuckyY 27 5. drittal 24 6. RvM 22 -. Snippersly 22 8. Bondboy 20

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Quiz (finished) 1. drittal 2. RvM 3. POtRN 4. TheLuckyY -. CmdrClint -. FrugalBob 7. GreyhSeer 8. Grimreaper

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WAS DM (finished) 1. IJN_Fuso 50 2. DaJudge 40 3. The Tirpitz 30 4. Greyh Seer 20 5. Swarbs 10 -. Raevski 10 -. TheMightyA 10 -. Packertim 10

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Pre-selected Armies (finished) 1. RvM 25 -. Lykos 25 3. Raevski 20 -. Whoopsie81 20 5. Greyh Seer 10 -. Clamzoni 10 -. Snippersly 10 -. Carrion 10

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Woodgateski got engaged and is now working on a date for the wedding!
Kondors_Over_Dakota is expecting his firstborn in June 2010! In February, Capt. Strange and his partners are opening their second

restaurant in DC, called the Liberty Tree. Carrions Jonas (photo), and General Hoths lias both just turned two. Snipperslys daughter, Sarah Serenity, turns one year old on Jan 30. Captain Morevo just turned 22.

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When building a fleet, the first piece you pull out of your tackle box is often the most important. It signals the direction that the rest of the fleet will be going in. If that first piece is the USS Iowa, then chances are youre building a battleship fleet. If that first piece is the U-510, then chances are its about to be followed up by a bunch more submarines. If that first piece is a carrier, then chances are its about to be followed up by some fighters and some bombers. The question that I will examine in this article, however, is not which type of fleet you should build, but instead which carrier should be the first one out of your box. For the sake of simplicity, we are going to keep this article limited to the most powerful carrier nation, the United States. Perhaps in future installments we will examine the Japanese and British fleets. The US essentially has four fleet carriers which might vie for being the centerpiece of your carrier fleet. Each has its strengths and weaknesses. First, there is the iconic USS Enterprise. It gives you a big boost in the initiative role with its Flag 2, and no other US carrier can match its ability to boost dive bombers with Expert Bomber 2. Helldivers flying off Enterprise can destroy battleships, and Enterprise also has a strong defensive ability with Survivor. The major disadvantage to Enterprise is its cost. Only Akagi, Intrepid, and Saratoga cost more amongst aircraft carriers, and each one of those gives greater toughness or capacity than Enterprise, or in some cases both.

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Second, well examine USS Yorktown. It gives up Enterprises Expert Bomber 2, but replaces it with the even better Expert Dogfighter 2. This ability is so powerful that it allows your Hellcats to take down even fighters with ease (Advanced Fighter doesnt hurt, either). Its primary advantage over Enterprise is in cost. Reducing the cost from 25 to 23 opens up a lot of flexibility in the rest of your fleet. However, Yorktown does have one major disadvantage. Its antiair value of 7 is subpar on a US fleet carrier, and leaves Yorktown open to threats from its primary opponent, Japanese airpower. Third, well look at the USS Saratoga. While it lacks the Expert Bomber 2 than Enterprise has and the Expert Dogfighter 2 that Yorktown has, it comes in strong with Expert Torpedoes. It also has guns that make it able to go toe to toe (or maybe hull to hull?) with most cruisers. Its major advantage, though, is its durability. Its armour value of 5 beats the Yorktown class carriers by 1, and its vital armour of 12 beats the Yorktown class carriers by 2. Its hull of 5 is also a major bonus. Unfortunately, Saratoga does have two weaknesses. First, its cost of 26 can be prohibitive on a capacity three carrier. Second, its anti-air value of 6 makes Yorktown look like an anti-air fortress by comparison. Fourth and finally, well look at the USS Intrepid. The newest of the US carriers to be introduced into War at Sea, Intrepid has generated a lot of controversy. Some love it; some hate it. It does have slightly better defensive stats than the Yorktown class, with a higher vital armour and Torpedo Defense 1 to boot. However, its

real strength is in its capacity of four. Ultimately, a carrier is only as good as the aircraft that are on it, and Intrepid can base more aircraft than any other carrier in the game. Unfortunately, Intrepid does have a major weakness, and that is its lack of Expert abilities. With only one expert ability, Intrepid simply doesnt have the boost power you look for in most aircraft carriers. So, whats the verdict? Which aircraft carrier should be the first unit to come out of your tackle box? This author thinks it should be the USS Saratoga. Its three expert abilities create more boost potential than any other US carrier, and its cost 26 is balanced by it serving as a quasi-cruiser in your fleet. Its ability to absorb punishment and stay on the board also provides a major benefit. After all, a carrier resting on the bottom does your aircraft no good. Even its paltry antiair rating of 6 means less when one considers that even if an enemy dive bomber gets through, it isnt likely to do much damage to Saratoga. I know that when I reach into my tackle box to design a US carrier fleet, Saratoga will be the first unit I pull out.

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B y A r i s a k a 9 9 These were used with some success, especially for bombardment of coastal positions. There were also notable submarines. Captain Marineskos S-13 sank the 25,484-ton Wilhelm Gustloff and the General Steuben, both used to evacuate German soldiers in 1945. Prior to 1945, the Soviet submarines did not see much action, although they could have saved thousands of Allied soldiers and sailors. The Red Navy operated also a few lend lease ships. HMS Sovereign became Arkhangelsk in 1944, but arrived too late to be of use. The same story for USS Milwaukee that became Murmansk.
Next issue: Soviet naval aviation...

The Soviet navy is often ignored in history books although it played a major part in WW2. The Soviets operated an extensive but somewhat inefficient force of over 700 vessels, including 218 submarines, 3 battleships and 7 cruisers. Among the most modern of them were the Kirov class cruisers (Kirov, Voroshilov, Maxim Gorkiy, Molotov, Kaganovich and Kalinin).

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This is just a taste of the hundreds of unit reviews that you can find in the Forumini Wiki: forumini.wikidot.com Yamashiro (by Lobukia) While hardly the best Axis battleship or a real game breaker, the Yamashiro is one of my favorite units. If you can free up five points, go get the Nagato (better vital, main guns and flag), but if you cant, dont feel slighted. The Yamashiro will do just fine. When stacked up against USS Tennessee or USS California, she will do fine with a little finesse. Keep them at range 3 until you win initiative, and then rush in range 2 or closer for a fairly even fight. If you can bring just one IJN destroyer with you, the American ships have very weak secondaries and an Isokaze can really tip the scales. Speaking of secondaries, Yamashiro really has excellent anti-destroyer guns and will stand up well while trying to capture objectives. Her AA is decent and her armor and vital are average for a ship of this cost.

Some things to be cautious for. If you think your opponent will be taking a 50+ point allied battleship, use some other means of facing it or at least knock out its Extended Range before closing to range 4. Versus cruisers, this is an excellent unit. I highly recommend IJN planes to attack Allied battleships, while this unit hunts all other surface ships.

you need to careful against infantry-heavy armies. The cost of four points make this unit a valuable addition, which mixed with transport, becomes a real barrier for enemy armour. In terms of the miniature itself, there is a lot to be said. It appears in two sets. The model is almost totally incorrect. It depicts the figure throwing the grenade, which is silly as the grenades needed to be placed on recognised weak spots. Secondly these men didnt carry bulky equipment and rarely, if ever, carried rifles, but they carried pistols and SMGs instead. Also, the quality of the paintwork has declined in the Eastern Front version of the miniature (right photo). So, if you are purchasing online try to secure set 2 versions. The card looks nicer though.

Antitank Grenadier (by Raevski) During the initial stages of Operation Barbarossa, the standard Romanian infantryman had no personal antitank weapons. Out of a need to train infantry in antitank tactics, the Germans supplied observers to teach this fine art. Hence the AT grenadier. These were highly trained individuals that used grenade bundles and TNT on recognized weak spots of enemy tanks to disable them. They often hid and waited for tanks to pass then pounce on them AT grenades. These were normally two-man teams, one armed with a SMG and the other with a pistol and grenades. In gaming terms, it is a welcome unit in the Romanian army, which mixed with other infantry can win battles. Tactics include infantry rush (an attempt to swamp the objective with infantry), which will work against an armour-heavy force. The AT grenadier has low anti-infantry value. So,

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When I originally saw the contest I had the idea for something similar to Cpt. John Miller's original concept but modernized. I was hoping to find the images from the original (staying true to concept) but when that failed I resorted to the Forumini Gallery, Google and BoardGameGeek. After the voting I got busy making adjustments according to the feedback that was posted. The result of that is what we have now. Its not as wide so that the

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Wiki Link can fit up there with it, the images in the panels were switched out to better reflect more nations in the game, but best of all, the layers have all been preserved for future changes. One could easily take pictures of Condition Zebra/

Set X miniatures and change the panels to reflect the current excitement of the forums. Thanks for everyone else who submitted (for not trying what I thought would be great so I'd do it myself) and to everyone who voted.

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t h e W e y g a n d l i n e , 1 0 t h J u n e 1 9 4 0
A n A A M S c e n a r i o B y

J u n i v i l l e ,
G e n e r a l H o t h

When the first part of the French campaign had been successfully completed, Guderian was ordered to break the next line of French resistance known as the Weygand line. 1st and 2nd panzer division were to pass Rethel in force and then advance towards the town of Juniville. But the French having learned their lesson were now concentrating their forces around key positions such as woods or cities instead of open ground. So the French leadership gathered anything it could to stop the Germans and at Juniville it could count on the newly constituted 7th light cavalry division equipped with brand new Somuas. Juniville would see the last large tank engagement from the French forces. Maps: South-map F1- map 8- North See the map (courtesy of Carrion). Half hexes are in play.

French units set up within five hexes from the south side, except the spotter, he can set up anywhere on F1. German units set up within five hexes from the north side. Turn 1, roll for initiative. Victory conditions: At the end of turn 7: - The Weygand line has been broken and the German player wins if he occupies the three city hexes on map F1. - The French player wins if he denies a German victory or if he occupies at least one city hex on map 8. He has succeeded in retaking parts of Juniville.
Sources: Phillip Masons Guderian General Guderians Panzer Leader

1st Panzer Division: SS haupsturmfuhrer Motorized schutzen x5 Motorcycle recon x4 (Finnish) MG 34 team light mortar x2 Pak 38 x2 Kubelwagen x2 Opel blitz Sdkfz 251 x2 Panzer IB Panzer II ausf F Panzer III ausf F x2 Panzer IV ausf E Panzerjager I Stuka B x2

7th Light Cavalry Division: Bold captain (UK) Concealed forward observer (set up anywhere on map F1) MAS rifle x5 Lebel grenadier x2 Hotchkiss Mg team (Belgium) Bicycle troops x3 Canon de 75 x2 P107 halftrack x2 (UK) Bedford truck Somua S35 x2 Hotchkiss H39 x2 Panhard P178 x2 Morane Saulnier

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B y A q u a r i u s space between the tower and the sides of the tray that it sits in. The tower does pull apart from the tray, for ease of transport, I suppose. As for functionality, the 6-sided dice that came with the War at Sea starters work just fine in it, as do "standard" dice you find in board games and such. However, it seems that I don't roll as well as I usually do, so the the Dice Turret must be doing a good job of randomizing them. The video on the Dice Turret's website shows all different sizes of dice going through it just fine, and the opening appears large enough to do so. As for whether I would buy it or not, I guess that it depends if you are a "dice tower" or a "handful of dice" person. If you are the former, then this seems like a perfectly good tower to use, although maybe not of a high a quality as the other wood and felt ones out there. I would imagine they would work great as prizes in any tournaments you have with your gaming group. The plain Dice Turret costs $5.99, and the camouflaged ones cost $10.99 (available through www.thediceturret.com with $4.00 shipping to the United States).

I was offered this product for free by Brian of www.thediceturret.com (brian@thediceturret.com) in exchange for a fair and detailed review of. I received my Dice Turret in the mail today, sealed in a piece of cardboard folded in half and taped closed. Not very fancy, but economical, and nothing was damaged during shipment. I was afraid that I would cut the dice tower pieces while I was cutting the box open, but there was plenty of room in between the edge and where the Dice Turret began. Inside were three large pieces of cardboard and one smaller piece, each pre-scored in a myriad of lines and printed with a very nice camouflage pattern. I was a bit puzzled by the lack of instructions included with the turret, but there were 3 very high quality business cards which I will probably pin up at the local game store. As I sat looking at the pieces trying to figure out how they went together, I saw that there was some printing on one of them. Apparently, you have to go the Dice Turret's website and watch a Youtube

video of how to make your tower. Easy enough, and again, I bet it saves money on printing costs. I decided that I would try to put the tower together as I watched the 5minute video, instead of watching all the way through first. Reading all the instructions first has never appealed to me, I guess. Anyway, the video was very clear on how to fold and assemble the Dice Turret, which I was able to do without pausing the video. There are some ingenious folds in the Dice Turret's construction that hold the entire thing together without any tape, staples, or hot glue. The one bit of confusion I had was that the video was made before the camo Turret came out, and as such does not include the 4th small piece. It was fairly obvious, however, that the 4th piece was merely a decorative covering for the dice tray, and it was easy to reverse the last step of construction to put the piece in. The Dice Turret is visually appealing enough, especially with the upgraded camo scheme on it. For some reason, there is some fairly obvious "blank"

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B y As many of you already know, Drittal and Snippersly sold two of their creations on ebay and donated the earnings to the forumini. Snipperslys beautifully painted Brummbar was sold to an unknown buyer. Drittals pride, the USS New York scratch-built, went to Lobukia. An incredibly detailed miniature with rotating main and casemate secondary

guns, as well as hand drilled portholes, Drittals USS New Yotk had won this years forumini Olympic challenge for best custom miniature. It took Drittal over a week to create and is probably the most complex and most detailed War at Sea miniature ever made. Lobukia must be very proud of his purchase and the forumini is very lucky to have Drittal and Snippersly among its members.

SPONSORED BY
MiniatureMarket is thrilled to announce a special 5% Happy New Year special discount offer, exclusive to the foruminians. Use the coupon code Field Marshal Games is proud to sponsor the Axis & Allies forumini. FMG is committed to bringing the Axis & Allies community the best in accessories for the miniatures and board games. Check out our site to see what we offer, including Combat Dice, Custom Dice Towers and more. www.FieldMarshalGames.com TrollAndToad.com is excited to become the newest sponsor of the Axis & Allies Forumini! Want a discount? Use the coupon code FORUMINI from 25 January to 25 February 2010 to receive 10% off all War At Sea miniatures. If you have any questions about Troll & Toad, feel free to send a PM to Murdokopolis on the forum. We hope you have an awesome 2010! www.trollandtoad.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. Latest zazzle product is the brilliant The forumini receives a small commission from ebay for every product that you buy there if you visited ebay by clicking on the forumini main pages ad. The products shown on our ebay banner are the auctions that you would get on ebay by searching axis allies, the soonest showing first. 1+1 = 2 misses t-shirt designed by carrion. Price ranges from $13 to $30+ depending on the type of tshirt www.zazzle.com/forumini

DSC4U2 when you place any


order with MiniatureMarket. The offer is valid until 15 February 2010. www.miniaturemarket.com

This first issue of the newsletter was compiled by NeuralDream

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