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1  Axis & Allies / Axis & Allies Global 1940 / Re: combat/noncombat question on: May 20, 2013, 02:13:07 am
Well you could move 1 step forward capturing a contry and then move 1 step back. Sort of capturing a country without actualy ending up there.
2  Axis & Allies / House Rules / Re: How to balance out the game for the Allies in one easy step on: April 13, 2013, 02:40:59 am
Well by balancing most people want to help the allies at the beginning of the game. Which is all nice and good but isnt this game not like all other A&A games where the axis start with more units and less money and the allies start with more money and less units.

So if you give the allies more units at the start of the game you would also need to help the axis at the later rounds to compensate for their lack of funds. Otherwise you end up with a situation where the allies would always win. Your game should balance out around the 4-6th turn where axis used their momentum to get some extra cash and allies used their cash to get extra units out.


If this game is unbalanced when please tell me what to do as the axis to guarantee a win every game i play.

Isnt is because we tend to play with the same group a lot that we get naturaly stuck in a certain mindset so we fail to see some options?

3  Axis & Allies / House Rules / Re: The aberration of the defenseless transport on: April 13, 2013, 02:26:23 am
Remember Sesame street?

"One of these things is not like the other"



BBs, CVs, CAs, DDs, SSs, Bombers, Tac, Fighters, Tanks, Mech, Art - choose your own casualties in the order you see fit as commander.

Global Transport - NO CHOOSING! Transports MUST ALWAYS be taken last!

BBs, CVs, CAs, DDs, SSs, Bombers, Tac, Fighters, Tanks, Mech, Art -
All involve risk when attacking them

Global Transport - NO RISK - all are swept away with no loss to the attacker. (even taking off from and landing on a carrier without doing any battle involved SOME operational risk)

BBs, CVs, CAs, DDs, SSs, Bombers, Tac, Fighters, Tanks, Mech, Art -
All battles resolved with dice rolls. Results are happy or sad.

Global Transport - All battles are resolved by picking up the dead transports and dropping them back in your tray. Results are pre-decided and a bore.

1- Increase TTc cost because it is a more usefull unit than TTn. So loosing a higher IPCs TT unit vs cheaper (DD and Subs) seems a bad choice.
However, this cost affects directly all amphibious strategies: higher prices mean less transports or lack of Inf to move on board.

Not really, as I favor keeping the extra transport capacity of the Global unit. Plus the classic unit defending @1 will mean it will have to be replaced less often. So the extra cost should be negligible.

You have the same situation on land as well, and in the old version it was even worst.
In the older versions you attack a country, the factory and the AA gun cannot be targeted and will go to the other side. But the AA is technicaly a unit.
Now if you fight your factory naval and airbase also go to the other side without defending, surely if they got AA build in that AA can shoot at attacking planes when the country is attacked. And a naval base would have defences. Yet they dont get to defend.

Now at land AA guns dont get to shoot back in a land battle that does not involve planes, funny enough the best anti tank guns the germans had at the start of the war where AA guns. You leave your AA gun alone in a country the enemy can just destroy it with an infantry without a fight.

Transports did not have a viable means to defend themself in the war, at least not to the point that it could be represented in this game. It was just enough so the other side could not board them without firing a shot.

The argument of saying there are escorts there makes the rest of the game rather silly, if a transport ship isnt a single ship the surely an AC of BB would be a group with AC and BB in it which would consist of destroyers to defend against subs. So why do subs get to shoot first anyway if there is always a Destroyer there.

The new rule at least makes a defence against a invasion viable, with a 8 ipc shield that defends on a 1 and airunits that costs 10 you have a far to cheap defence against air attacks. Having this dual role for just 8 ipc's is rather cheap. Cruisers get a single support shot and they are 12, destroyers only have a combat role at sea and are 8. so giving a ship combat and transport dual role for just 7 or 8 makes them way to good. Why bother buying more then 1 destroyer you dont need it anyway.

And as the other guys also mentioned if you dont want your transports destroyed without a fight make sure you protect them, if you dont protect them the transport is either not worth much to you or the land you capture is worth more then the transport or you are overextending yourself. Still it is your choice to leave it unprotected.
4  Axis & Allies / House Rules / Re: The aberration of the defenseless transport on: April 09, 2013, 09:21:33 am
I said I like that transports cannot be taken as a casualty.

I just hate not rolling an attack value for them. They should roll a 1. They can ram naval and pew pew with their 50 cal mounted.

It is plausible that some of US Marines TT for examples decide, for the sake of the many, to ram into a battleship or a cruiser.
The remaining units will survive while the battleship had to mend his wounds.
I agree with you on this.
There is much more boats in a TT unit than a cruiser or BB unit.

It isnt plausible at all, they would have been destroyed before they would get in reach. Besides only the japanese where fanatic enough to do suicide attacks.
That is also 1 of the main causes the marines actualy did so wel japanese would do WW1 style wave attacks against fixed positions.
The chance of getting in reach with a destroyer would be nearly 0 a transport that is slower then a combat ship cannot ram the other 1 because it cannot catch up.
5  Axis & Allies / House Rules / Re: The aberration of the defenseless transport on: April 02, 2013, 09:41:36 am
Well if you elect to not protect your transports when you deserve to lose them. Just put a DD there and they are much safer.
If transports get a defence of 1 why bother buying DD at all.

If transports are 8 and defence on 1 they are much more valuable then DD's are. Nice to have a defence of 2 against nothing that attacks you but id rather use my ships.
Ships are there to put boots on the ground on the other side of an ocean that is all really. Sea zones dont give you any extra IPC's.

Making transports more expensive will destroy the balance as well, transports with value 12 for instance will make sure UK hits italy hard, they cant even buy a transport back.

And you have to keep the rules simple, having a lot of exceptions to the rules make the game even harder to play. And sure it sucks if you have a transport somewhere and they other guy bombs it without risk but you put it there to begin with.
6  Other Forums / World War II History / Re: Your WWII Movie on: March 17, 2013, 02:42:36 pm
Band of Brother but then german style, The invasion of France then the hardship in russia and then possible defence of germany. Would be verry interesting and many great battles and personal stuff going on, but i guess it would be more of a series then a single movie.
7  Axis & Allies / Axis & Allies Global 1940 / Re: Kill America First on: March 10, 2013, 08:04:06 am
Well, you'd probably have a German CV, 2 Ftr, 1 BB, 1 CA, 1 DD, 1 SS, 10-11 Transports.  Ideally, you'd have the Italian bomber on Gibraltar with a couple italian DD/SS with the Germans.  The Italian Bmr and ships can be a can opener for US/UK blockers in the Atlantic.

From Gibraltar the Germans can hit WUS, CUS, or Mexico. 

This only works if Japan goes full KAF like they are doing in the AAP1940 forum.  For the first two turns seeing Japan go hard against her, the US will probably build heavy in Pacific.  Only on the third turn would the US see the 'Cat out of the bag' when Germany moves to Gibraltar.  If Japan can still hit WUS and Germany hits CUS (or EUS if possible). 

Is it just mee of does that feel like a verry light fleet in range for the UK.
If you attacked the 2 UK BB the first turn chances are your BB is dead as well.
UK can have a lot of air in range of that fleet and only 1 figher has to survive in order to completely wreck your transports. Italian fleet isnt there as it cannot move there turn 1 and UK is before Italy. And there wont be much there to begin with Tongue
8  Axis & Allies / Axis & Allies Global 1940 / Re: USA strategy - What do you like to do vs. strong exp. Japan play? on: March 10, 2013, 03:56:17 am
Let's assume a J1 or J2 DOW will be forthcoming, and probably a G2/G3 barb.

What USA strategies do you like to use?

I usually stack sz 54 off Queensland and protect Anzac and build up a fleet with a sub stack to threaten the Japanese fleet.

Lately against good experienced players I've been getting blocked to death by heavy destroyer purchases by Japan, like 3 minimum a turn. They set up the fleet in the Phillipines and between their air superiority stacked in Phil and Kwang airbase and carrier and destroyer buys, and kamikazes for defense of Phil  I have a hard time breaking through while they subjugate China and contain India and retake the DEI each turn and earn as much as the USA.

If I move up to hold the DEI the Kwang air and Japan fleet can sink me. If I stack at Carolines the same result, or the new Japan destroyers just block me again.

What am I doing wrong?

--Jeff 

So japan is making just as much as the US. That isnt a big issue you just have to make sure you trade somewhat efficient. Go and take DEI with UK or Anzac but plan ahead and use the US forces to cover for them. So you mutualy annihilate eachother, Anzac india will clean up the pieces and japan has to divert all its money to naval or face losing the naval race with US-Anzac. And if they do that they will lose china. If they go after china they lose everything but china as well.

Just plan your navy for what you intend it to do and what your opponents navy is. If you dont intend on attacking his main stack make sure your stack is defensieve ( destroyers + AC + figs ) If you have a decent fleet and expect to lose about as much as they do then let them attack. And be annoying with subs, let him spread his destroyers around so you can trade sub vs destroyer.
9  Other Forums / World War II History / Re: How could Germany have won the war? on: March 10, 2013, 03:47:43 am
Its not the number of men that matters, its their IQ.

5000 brits ruled 400 000 Indians.

This is actualy bull, it isnt the IQ at all. India at that time was devided in small states that where not united.
And the Brits had the weapons.

It does not mather how smart you are as long as you got the guns.
If you take a 6 shooter revolver in a plane you can take the whole plane hostage, funny as you can only shoot the first 6 people that come at you. But nobody wants to be in those first 6.
10  Finding Players / Find Players / Re: Looking for Dutch players on: March 10, 2013, 03:44:25 am
shocked Kind of racist isn't it? What's wrong w/ playing Irish folks? Or german?

Would it not be kinda silly to state that you are looking for players globaly?
I want to find people to play Face2Face with so i want them to be within about 1-2 hours of travel not 6-8 hours flying.
11  Other Forums / World War II History / Re: Hitlers Lost fleet FOUND! on: March 04, 2013, 09:47:03 am
Nice, just 2 bad that you cant dive on those wrecks otherwise i would really go and do that.
12  Other Forums / World War II History / Re: How could Germany have won the war? on: March 04, 2013, 09:46:30 am
ShadowHAwk, the US also sold was materials to Germany but it is true Roosevelt felt Hitler had to be stopped and that most of the trade and support was with Britain.  Had Germany not gone after minorities coupled with a competent P.R. campaign then I am certain Germany could have kept the US from declaring war.  

Im not sure about the selling of war material to germany when the war started thing. But im am sure of providing military aid to the UK in the form of transports and destroyers as well as declaring that half the atlantic was under their protection. Supporting 1 side in a war isnt neutral. Furthermore there where already US aviators in the UK fighting for the UK. In effect the US was already at war with germany but it hid this from the people of the US.

I doubt it would be germans behaviour as actualy jews where send back to germany in 38-39 and they actualy not knowing to much about it and thought it was overexagerated. US still supported USSR while they also commited warcrimes and they knew it.

Not that i really mind though. Just that history is always written by the victor not the loser of a war.
13  Axis & Allies / Axis & Allies Global 1940 / Re: Kill America First on: March 04, 2013, 09:09:26 am
do a basic g1. g2 make like you do sea lion. G3 go to gibraltar, use italy to kill any blockers, shazam. that simple.
What will you he having at gibraltar then? in terms of fleet?
As if it isnt protected enough what prevents the UK from sinking a large part of it.
14  Other Forums / World War II History / Re: How could Germany have won the war? on: March 03, 2013, 02:09:22 pm
Actualy the option "avoid war with the US" is not an option.
 
US was already involved in the war way before pearl harbour happened. Escorting UK ships in the atlantic and basicaly selling war material is actualy siding with that faction.


But focussing on UK airfields and production and hitler not doing the job of his generals would have made the difference. If they had focussed on Ukrain and made sure they had proper cold weather equipment for the troops would have made a huge difference in russia.
15  Finding Players / Find Players / Looking for Dutch players on: March 03, 2013, 02:05:15 pm
Looking for Dutch players to play

Revised or Global,
I only have revised myself.
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