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5146  Axis & Allies / 1941 Scenario / Re: Capture Moscow on Turn 3. on: March 30, 2009, 01:41:13 pm
I've been abandoning Kar A LOT lately.  Either my opponents are going really heavy into BST (Inf/rt + at least 3-4 arm) on G1 or I'm not putting up a good defense to make a counter even remotely worth it.

So yeah, I 've kind of made deadzoneing Kar on R1 my standard.  Bonus if I can hit Fin with 1-2 inf, 1 rt like you suggest, but I've also seen a lot of 3-4 inf defenses there too, so I gear up with the 3 armor buy and try to deter a heavy G2 move.

I've yet to have to make a move (or seen the need to move) to Kar with the UK in rd 1 or 2.  I've been seeing a lot of German air lingering within range of the sz 3/4 area and a pesky sub is sometimes in sz 6 come G2.

Plus I really like to go Heavy Allies to Alg in Rd 2, dumping 4 UK units and 4-6 US.

I suppose I'd consider a Round 1 UK to Kar or Arch move if Ger hit Kar in rd 1 or something but I've yet to see that attack.
5147  Axis & Allies / 1941 Scenario / Re: How is tech countered? on: March 30, 2009, 01:24:28 pm
That's just my tech bias from Classic.

My theory is if you play tech and are going to use it, you might as well roll early (esp in AA50).

I don't think the Axis get held back that much if at all, it is a good bet someone will get some techs by the end of rd 2, so you might as well start rolling for it.  Plus you never lose your roll.  An early 5 ipc investment for Ita can last the whole game (if you keep missing).

Is 7 inf really that bad on G1 when you have a 33% shot at a tech?  Too many awesome techs for Ger to get.  Even a rd 1 shipyards/super subs is playable.

So J can only buy 1 trn, again I think it is worth the shot before you start committing to a strat.  Heck, with shipyards you can still get 2 trns!

I can see waiting on Ita, but they have easy attacks in rd 1.  Trj is usually a walk-in and Egy can be reinforced/taken as well.

My main focus is I'm assuming both the UK and US will be teching in Rd 1 so I'm not worried about a "typical" Axis rd 1, certain techs just change things so much that I'm not even counting on a standard game when I start.  Someone is eventually going to get HB/LRA so I'll try to play for that from the start and hope I'm first with those or another game changer tech.
5148  Axis & Allies / 1941 Scenario / Re: Capture Moscow on Turn 3. on: March 30, 2009, 01:05:57 pm
DM:
I don't think Russia should alter their moves at all. 

I kind of agree.  I don't do much attacking on R1 anyway, typcially you can hit one spot maybe 2, but not if it means thinning yourself out.  In this case I wouldn't want to walk into 6 armor.  Spread the Germans out since they'll be low on inf and have them come to you.

Usually I'll take Fin if it is there to be had and I have no problem with 6 inf, 3 rt if you want to stack Belo on Rus 1 or fall back (maybe Ger had awesome dice).

I prefer 5 inf, 3 arm if Ger takes some loses or if I think I need the extra arm to deter a G2 move to Kar.

Everything out east gets retreated 1 spot west regardless of what G does.

I've moved away from a Russian 1 BST counter unless you go strafe/retreat or G takes heavy losses on G1 and you can wipe out some rt and arm.
5149  Axis & Allies / 1941 Scenario / Re: Capture Moscow on Turn 3. on: March 30, 2009, 11:25:00 am
I want to focus on poor Allied play or at least the ability of players to recognize threats, b/c there is a huge tell in this scenerio and that is the 6 armor buy on G1.  This SCREAMS "I'm coming to kill Russia immediately!" and should tell the Allies to go KG(I)F.

In this case Russia should play defensively, take any gimmie counters on R1 if they can sack any Germany armor for inf, but you should see a full scale abandonment of Kar and I think a 6 inf, 3 rt buy.  UK should also see this and immediately stack Per with 5 inf, 1 rt, aa and should land its 1-2 ftrs in UK after they kill the CA/trn in Sz 5.  This way after G2 you can get an emergency ftr to Russia if needed and you have 6 units that can reinforce Cauc if the Axis pressure is fast and furious.

As for the US they won't be in immediate position to help other then backing up the Alg landings maybe threaten Ita in rd 3, however in the meantime they can get 2 bombers to Mos for fodder (if desperate) and perhaps a ftr if it landed in the UK on rd 1.

At this point the Russians are in a difficult position.  If they went on the offensive out of Karelia on R1, then those forces have either been destroyed in Baltic States or are out of position in Finland.  They must fortify Moscow but also have to defend against the Italians in the Caucasus.  The Italians have 2 transport, 2 CA shots, 1 BB shot, + fighter threatening southern Russia.

If faced with this scenerio, Russia obviously abandons Cauc.  If the choice is lose Cauc or maybe lose Mos, you lose Cauc.

Of course there are various things that can happen in between G1 and G3 that can throw things off track.  For example, Russia might pull troops out of Karelia on R1.  The British or US might send planes into Moscow.

I think you should count on this, and I agree with your assessment on the gamble part.  You simply have to put too much stock in your opponent making a bad move.
5150  Axis & Allies / Axis & Allies Anniversary Edition / Re: AA50 Rules Errata on: March 30, 2009, 08:22:39 am
Thanks, that's what I thought.
5151  Axis & Allies / 1941 Scenario / Re: How is tech countered? on: March 30, 2009, 08:20:07 am
For any Tech game, I'd always make sure you have 1 researcher going.  My rd 1 tech buys would be:
Ger - 2 tech
Rus - 1 tech
��� - 1 tech
UK - 1-2 tech
Ita - 1 tech
US - 1-2 tech

Now if Japan got shipyards (or any tech) I'd go with 2 techs for both UK and US.

Also, I'd pull out of the Pac minimizing the effect of shipyards.  If there is no US fleet to confront then Japan will only benefit when they buy trns.  And in most cases they'd probably stop at 6-8 and still need to buy ICs for the mainland.

Assuming I didn't get a counter tech with UK and/or US I'd go all out KG(I)F.
5152  Axis & Allies / 1941 Scenario / Re: Capture Moscow on Turn 3. on: March 30, 2009, 07:19:25 am
I'm with Danger Mouse on this one, I think this assumes some poor Russian movements or play.

That said it is a nice threat, but I'm wondering if a more subtle approach works just as well or maybe better?
Germany can still try to take/hold Epl in rd 2 and Ita can still open the door for a German blitz to Moscow, but if it isn't an overwhelming threat maybe you can steal Moscow with an attack of 5-6 armor 1-3 planes vs. 5-8 units.

I can see this as sort of the equivalent to a G2 sealion in Revised.  You might sneak a win every here and there but I think the more exprienced players will always be wary if/when Ger gets within blitzing distance to Mos.

The good thing, unlike sea lion where you need ships, is Germany doesn't really have to go out of its way to put up this threat.  "Normal" game action could makes this a possiblity even if you buy something generic in rd 1 and 2 like 7 inf, 2 arm and 2 bom, 8 inf.
5153  Axis & Allies / 1941 Scenario / Re: The australian navy and Russians in china on: March 30, 2009, 07:06:49 am
I don't even usually get the chance to send my transport east due to a ��� carrier in striking distance.  All I can do is send the transport west on the first turn which has little to no use thus far.  I'm wondering if there is a way the US can draw the Japanese navy out safely so the Aussies have time to maybe take back indonesia or head towrds Africa.
If sea zone 43 is threatened by Japanese fighters then you could always protect the UK units with the US carrier group for one turn to allow them to escape around South America.

I agree with U-505 here.  This is a pretty good move if you need the extra defense.  If you go Altantic after this you can still get to SZ 12 on US 3 or (assuming you go to Bra in round 2) you can land in multiple spots on Afr and the AC/dd provide some good defense against minor axis air threats.

I always pull 1 inf, 1 rt from Aus on UK 1.  I go to Sz 30 if safe from J air, but in most games I have to go east and occasionally I'll need the US dd/ac/1-2 ftrs for extra defense.
5154  Axis & Allies / Axis & Allies Anniversary Edition / Re: AA50 Rules Errata on: March 30, 2009, 07:00:39 am
A couple of questions on Russia's Arch NO.

#1 - If Russia takes Fin and/or Nor (or any Ger ter) and the UK/US land in Fin/Nor does this cancel the Arch NO?

Or does it only count for when the UK/US Allies move to Russia's original (red) territories?

#2 - If you move the UK AA from Ind to Cauc, does this cancel the Arch NO?  (Note the UK AA is the only Allied unit in any Russian ter.)

5155  Axis & Allies / 1941 Scenario / Re: Axis can't win? IMO Allies can't win. on: March 27, 2009, 11:20:23 am
I think LL in AA50 might change the game a bit more compared to previous versions b/c of the number of Axis attacks in Rd 1.

G and J have roughly about 20 combined attacks to do. 
In ADS (no matter how good the odds for each single battle) you will lose (or have a disaster in) probably 2-4 of these battles.

LL takes that away.  Even in Egy (the worst of the rd 1 attacks) is essentially a guaranteed clear of the UK ftr.

Japan doesn't have to worry about a bad Pearl with 1 dd, 2 ftrs vs. 1 bb.  2 ftrs are guaranteed to sink the UK dd in Sz 35 and US dd sz 56.  Ger is guaranteed to kill the DD in Sz 12 with an attack of 2 ftrs vs. dd and ca.
Ger is guaranteed to only lose 1 air in attack on Kar if they do that.  There is just no risk to any of the Axis attacks.

The biggest Allied adv in AA50 is the number of Axis attacks on rd 1 and the mathmatical probability that all of the combine attacks won't succeed.  LL removes that.

20 attacks with individual odds of 95% to succeed still means you will only succeed in all of them like 35-40% of the time.  This of course doesn't even count that Egy isn't a 95% winning battle.

Although, I do still think the Allies will have the Adv.  I don't think the Axis can maintain the economic lead long enough.
5156  Axis & Allies / Axis & Allies Anniversary Edition / Re: What is LL? on: March 27, 2009, 11:05:06 am
It stands for Low Luck.

It is and alternative dice rolling method designed to remove extreme results.

You simply add up all the attacking or defending points then divide by 6 and that equals the total hits.  You would then roll for any remainder for an additional hit.  For Example,

5 inf, 4 arm attack 5 inf, 1 rt, 1 arm.

Attacker points:
5 * 1 + 4 * 3 = 17

17/6 = 2 hits remainder 5.  So you would roll for a 5 or less for a third hit.

Def:
6 * 2 + 1 * 3 = 15. 
15/6 = 2 ihits remainder 3.  So you would roll for a 3 or less for a third hit

Ex 2

4 inf, 2 rt, 1 arm vs.  5 inf, 1 ftr

Att = 2*1 + 4*2 + 1*3 = 13

2 hits remainder 1

Def = 5*2 + 1*4 = 14

2 hits remainder 2.
5157  Play by Forum / Tournaments / Re: Tournament History on: March 27, 2009, 07:55:25 am
Winter 2008-2009
1-on-1 Revised


Rules:

LHTR (Same as League), ADS, No tech, No NA, Full bid.

Alternate Players:
Rhineland, Nix

The Tournament Games are:

Round 1 (Winners in Bold)

Game 1 - Fun vs. Baxtard 
Game 2 - Jen vs KGB 
Game 3 - DJ vs. Macro
Game 4 - A44 vs. EM
Game 5 - Mateo vs. Bo
Game 6 - DM vs. JWW 

Round 2 (Winners in Bold)
(Nix and Rhineland included)

Game 7 - Bo vs. Nix
Game 8 - A44 vs. Rhineland
Game 9 - KGB vs. Macro
Game 10 - Fun vs. DM

Semi-Finals  (Winners in Bold)

Game 11 - A44 vs. KGB
Game 12 - DM vs. Nix

3rd Place Game (Winner in Bold)

Game 13 - A44 vs. Nix
(Nix unable to continue in the tournament)

FINALS (Winner in Bold)

Game 14 - KGB vs. DM
5158  Axis & Allies / Axis & Allies Anniversary Edition / Re: AA50 @ ORIGINS 2009? on: March 26, 2009, 06:23:37 am
Check this thread in the Events Forum.  It has some convention info:

http://www.axisandallies.org/forums/index.php?topic=13657.0


5159  Play by Forum / Find Players and Game Discussion / Re: The Official "Looking for AA50 Opponents" Thread on: March 25, 2009, 12:49:53 pm
FYI, the AA50-41 League is starting.  If interested those games will be played in the League Forum.



Can you tell me if there is a cut of point, time wise, or can we join at any time?. A link to the thread would be welcome as well as i dont readily see where the new League is mentioned.

No cutoff date/time.  Link to League Forum (located in the Play Boardgames area):

http://www.axisandallies.org/forums/index.php?board=54.0

We currently have a Revised League and an AA50-41 League.
5160  Axis & Allies / Axis & Allies Anniversary Edition / Re: Artillery on: March 24, 2009, 12:15:16 pm
I finally found my analysis for "best army" for Revised:


Okay, I ran some analysis and I used a LL system for hits (and simplicity), both attacker and defender hit on 3 and above.

Also I used 60 IPC for total IPC to spend b/c it is easily divisible by 3, 4, and 5 and allows enough units for a couple rds of battle but not too many.

I did three groupings:
#1 -  Inf/Rt/Arm
#2 -  Inf/Rt
#3 -  Inf/Arm

And tried to find the optimum buy for each grouping.
For #1, I started with 20 inf (60) then moved down in the following increments:
20/0/0
17/1/1
14/2/2
11/3/3
8/4/4
5/5/5
2/6/6

And I had each category attack all the other categories.  So for example, I did 20 inf attack 20 inf, then 20 inf attack 17/1/1, then 20 inf attack 14/2/2...etc.  then I did the same for 17/1/1 and 14/2/2...etc.

The combo that did the most damage to the most categories was the grouping of:  11/3/3.
It did the most damgae but tied with the 5/5/5 in the category of attacking 20 inf and 17/1/1.  Both left 8 inf and 7/1/1 behind in each respective category.
but the 11/3/3 eeked out slight wins in the other 5 categories for this group.

Now for the Inf/Rt groupings using the same method I tried:

20/0/0
16/3/0
12/6/0
8/9/0
4/12/0
0/15/0

And here I came out with both the 12/6/0 and 8/9/0 grouping each winning 3 categories, with the 12/6/0 doing the most damage (or taking with the most units) against 20/0/0, 12/6/0, and 0/15/0 and the 8/9/0 grouping doing better against 16/3/0, 8/9/0, and 4/12/0.

Now for the Inf/Arm groupings I used:
20/0/0
15/0/3
10/0/6
5/0/9
0/0/12

And this was pretty clear cut as the 10/0/6 grouping did slightly more damage to each category.

Now finally I took the best from each category to squared off, so I had:

11/3/3
12/6/0
8/9/0
10/0/6

And did the same thing and found that:
The 11/3/3 won 2 and tied in 1
The 12/6/0 tied in 2
The 8/9/0 tied in 1
The 10/0/6 performed the weakest against the others.

So what does this all mean?

I think certainly in could be used to back up the idea of keeping the 3/1/1 to 4/1/1 ratio for land units as both being good offensively to take on almost any style of army and being pretty good on defense too.
Although, the mostly inf breakdowns whether it was 20/0/0, 17/1/1, or another mix with a high % of Inf dominated the defensive aspect.  You really can't beat Inf for defense at the cost of 3 IPC.

I was kind of surprised by the 8/9/0 one, but I guess it makes sense since you instantly double the power of inf, but I still think the 1-1 is not the way to go, but the 12/6/0 also did pretty good.  I've never really given rt a fair chance but I may consider it more in the future if I don't need the rapid movement.  Maybe load up on rt in the early rds and save armor for the mid to late rds when you may need quick movement.

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