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1  Axis & Allies / House Rules / Re: How to balance out the game for the Allies in one easy step on: April 04, 2013, 12:38:03 pm
A fully loaded French Carrier in the Med to compliment the cruiser and the destroyer.  Just what the Italians need!
2  Axis & Allies / Axis & Allies Global 1940 / Re: German Blueprint: G1 Attack on Russia on: January 28, 2013, 08:02:30 am
Actually it's the opposite, we get spanked in Japan so fast that Germany doesn't get a chance to impose it's power before it's too late.

Are you doing late DoWs with Japan?  It seems counter-intuitive but a Japan that attacks round 1 is better off than one that waits until round 4.  Also, be careful about squandering your air force by sending too much of it into the Asian heartland chasing after Chinese or Russians.  It does better on the coast so that it can support the navy and crush any Allied fleets that show up in the DEI.


So true!  Beginners pay attention. This is Gospel!!
3  Axis & Allies / Axis & Allies Global 1940 / Re: German Blueprint: G1 Attack on Russia on: January 28, 2013, 08:01:20 am
Grasshopper,� i am totally on board with a G1 russian attack.� It has worked great in our games!� We have some pretty crafty Russian players and the G1 attack has really given them pause when its R1's turn.� I have experimented with leaving sz 110 or 111 alone both have pros and cons.� I like to build a minor in Romania G1. my buddy likes to buy a major G1.� My question for you is what/where do you build in the remaining turns to keep a steady and healthy flow of ground units to attack russia?� I would like to try the G1 attack without the factory build turn 1.� (i did notice some interesting things you do G1 that i am definitely gonna try.� Southern France and Normandy.� German Navy in the med sounds fun!!)� Keep up the good work!� I too only play by table top, nothing like the sound of dice hitting the box!

Just pulled off another successful G1 attack on Russia, and even though it was my partner snake11eyes that got the VC win in the Pacific, Germany surrounded Moscow and waged a blood bath war in the Med.

As for your question about German purchases in later rounds, this is what I tend to do with slight variances based on situation....

Round #1
1X S. Bomber (SBR)
1X Fighter (Replenishment)
1X Destroyer (@ Russian sub with planes)

Round #2
8X M. Infantry (in Germany)
1X Destroyer (@ Russian Sub with planes)
1X Fighter (Replenishment)
1X Minor IC (Romania)

Round #3
3X Infantry (Minor IC)
3X Infantry (in W. Germany)
1X S. Bomber (SBR) or 3X M. Infantry
2X Fighter (Atlantic & Med)


Round #4
3X Infantry (Minor IC)
2X T. Bomber (Atlantic & Med)
2X Destroyer (Med)
1X Aircraft Carrier (Med)

Things get unpredictable after round #4.

I like to gain the Russian Minor ICs and just build from there. I don't like moving toward Moscow to early, because to gives the attrition odds back to Russia when I'm to far away from my production. I would rather out produce them over time while paying close attention to allied ships in the Med and Atlantic. I also make sure that I am operating with 12 or more German air units. My Philosophy when playing Germany is... You may not be able to keep the Kriegsmarine, but there is no excuse for losing the Luftwaffe.  





 




Thanks for the response Grasshopper!  A couple more questions if you don't mind.

1. (i totally agree about the Lufftwaffe) How do you split the air force between defending the Atlantic and attacking Russia?  i like to keep the Tacs on the Russian front and the fighters for the Atlantic wall and Strats can help both areas.

2. Do you utilize SBR on the russian factories? We have found that the earlier you try this the better chance you have of neutralizing those forward factories until you are ready to take them.

3.  I see you buy Mechs and Inf.  What are your thoughts on ART and ARMOR builds? I try to protect the tanks i start with and build enough ART to matchup with my INF.

4.  Finally what do you purchase with Italy knowing that Germany will be building some navy in the Med?

Thanks for the input!  Have fun gaming!
4  Axis & Allies / Axis & Allies Global 1940 / Re: German Blueprint: G1 Attack on Russia on: January 25, 2013, 01:56:27 pm
Grasshopper,  i am totally on board with a G1 russian attack.  It has worked great in our games!  We have some pretty crafty Russian players and the G1 attack has really given them pause when its R1's turn.  I have experimented with leaving sz 110 or 111 alone both have pros and cons.  I like to build a minor in Romania G1. my buddy likes to buy a major G1.  My question for you is what/where do you build in the remaining turns to keep a steady and healthy flow of ground units to attack russia?  I would like to try the G1 attack without the factory build turn 1.  (i did notice some interesting things you do G1 that i am definitely gonna try.  Southern France and Normandy.  German Navy in the med sounds fun!!)  Keep up the good work!  I too only play by table top, nothing like the sound of dice hitting the box!
5  Axis & Allies / Axis & Allies Global 1940 / Re: AAG40 FAQ on: August 07, 2012, 08:33:40 am
Thanks Gamerman!  I don't care what everyone says you are the BEST!
6  Axis & Allies / Axis & Allies Global 1940 / Re: AAG40 FAQ on: August 07, 2012, 06:44:33 am
Germany parks a sub in SZ 110 on their turn with no UK destroyer present.  UK builds a Destroyer on their turn in 110.  On Germany's next turn does the sub have the option of moving out of that sea zone?  Thanks!
7  Axis & Allies / Axis & Allies Global 1940 / Re: Ruling needed! on: August 02, 2012, 02:58:29 pm
thanks everyone for all the input.  KCdzim  i totally agree with what you said, and my opponent was definitely not a noob!  As for the final result the transport died we agreed to not get too saucy when we play and i kicked him in the balls till he bled like a stuck pig!
8  Axis & Allies / Axis & Allies Global 1940 / Re: Ruling needed! on: August 02, 2012, 05:36:53 am


Forum rules state that if something is not corrected within one game turn, then it stays as is

Never heard of this before. Plus, he's playing FTF, not by forum.





2 things come to mind.

First, after turn 4 everybody should be at war with everybody. Claiming an undeclared DOW is kind of a reach.

Second, and the rules are explicit on this, once you collect your income, it is immediately your opponents turn. After that, any changes made to the board (including missed combats, non-combat changes, hanging aircraft, etc) are at your opponents discretion. And, in this case, he has even more rules to back him up. Since no dice were rolled for attacking units and it is possible for a sub to enter a sea zone during a combat move and then submerge before combat he is perfectly within his right to make that assumption if the TP is still on the board at the beginning of his turn.

This is less of a rules issue and more of an etiquette issue.

You were being a rules dick about the DOW and he was being a rules dick about the TP. Sounds like you're both even.

I agree it is probably more of an etiquette issue, but I almost positive that if I hadn't outwitted him with the France DOW and the sub/transport issue still occurred he would of gladly allowed the sub to kill the transport.  It just irks me that he is being stubborn about the transport when he knows I was clearly attacking it.  Regarding the France DOW I shouldn't be punished for putting him in a situation that forces him to think beyond what "usually happens" and saying everybody SHOULD be at war by turn 4 is not the same as actually being at war.  Part of my Japanese strategy rests on stalling the US as long as possible so I never attacked the UK or ANZAC, hence no DOW.  Like it or not the political situation is part of the game and can be incorporated into a strategy.  You make a good point about the sub being able to submerge I didn't think of that( i know he didn't)  but I did verbally state these are my attacks.  Thanks for the input!  I am probably just gonna wear a cup to work anyway.
9  Axis & Allies / Axis & Allies Global 1940 / Re: Ruling needed! on: August 02, 2012, 05:15:37 am
Any final thoughts?  The game continues today at lunch time, and I wore my steel tipped boots today if ball kicks are in order.
10  Axis & Allies / Axis & Allies Global 1940 / Re: Ruling needed! on: August 01, 2012, 11:36:01 am
Your friend is a shitty friend if he's playing that card.

End the friendship.


 LOL Good one!  Unfortunately he is one of the few friends that will actually play this game religiously with me!  And he is a pretty good player, we just get a little competitive sometimes!
11  Axis & Allies / Axis & Allies Global 1940 / Re: Ruling needed! on: August 01, 2012, 11:33:59 am
Japan never invaded FIC or verbally declared war on France.  Likewise France never engaged in combat with Japan or verbally declared war on Japan.  He said it was assumed that all the allies were at war after turn 4.  I pointed to the rule book showing him the rules for DOW.  I feel like I didn't break any rule I just took advantage of his mistake.  In the instance of the sub attacking the transport I feel like it was a pretty clear combat action since I clearly had a non-combat movement phase and it was assumed that I wasn't moving in to ignore the transport, I just forgot to address that battle during my turn.  In this instance it seems like a breaking of the rule since the transport would escape a combat situation. 
12  Axis & Allies / Axis & Allies Global 1940 / Ruling needed! on: August 01, 2012, 09:33:57 am
I need a ruling on this situation please.  During the German combat phase I moved all units that would be taking part in a combat, including a sub into the English channel to kill a lone UK transport.  As my turn ended and I collected my $ and the Russians stated their turn.  Then I noticed we forgot to remove the transport from the board.  My opponent said "too bad you forgot, it stays"  Now I understand that sometimes we mix the combat and non combat phases for a speedier game play,  but in this instance I made sure to only make combat moves first.  I think he was just pissed that Japan took South Africa when he thought a French destroyer could block.  I reminded him that France and Japan never were officially at war so no block!  I guess what i want to know is what do the rules dictate in this situation.  And since I am friends with my opponent and wish to continue our friendship what would most of you do in this spot.  Thanks for your time everybody!  Cheers!
13  Axis & Allies / Axis & Allies Global 1940 / Re: Japan on: March 01, 2012, 11:43:53 am
Here are the 3 things I have learned fighting China:

1. They are NEVER completely taken care of!
2. 1 minor IC on the mainland building 9-12 ipc's of Mech or Inf plus dedicated air force can keep them in check.
   The trick is to keep their income around what you spend at the factory.  I agree they can be an economical drain
    if you are having naval troubles.
3. Take India, Burma road is closed end of story!

China can be what Japan lets them be!  Just my two cents.
14  Axis & Allies / Axis & Allies Global 1940 / Re: AAG40 FAQ on: February 20, 2012, 06:42:24 pm
It is Japans turn.  The turn starts with a Japanese destroyer already in sz39.  During the combat move phase Japan flies a fighter and a tac to sz 39 with a loaded transport and amphibious assault Ceylon.  India has 1 fighter that can scramble.   The UK player decides against scrambling.  Ceylon is taken.  Then during the NCM Japan moves the destroyer from sz39 to sz 37.  Was this legal and if so does the Japanese player need to declare what the destroyer is doing during the combat phase?  Thanks!
15  Axis & Allies / Axis & Allies Global 1940 / Re: Whats your favourite SURPRISE move? on: February 17, 2012, 08:22:52 pm
Using the US income to buy frivolous things!  I once had Java with the US and bought a naval base so the ANZAC navy stationed there could reach a Japanese transport navy that was lightly defended.  The best part was watching the Japanese player squirm when he realized what the US was doing and there was nothing he could do about it.  Lesson: don't let the US have Java!
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