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Axis & Allies / Axis & Allies Global 1940 / Re: Unloading Transports
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on: August 13, 2011, 06:45:32 am
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Just to be clear w/AA guns. I load an AA gun (my own) the turn before in NCM. Then my next turn I load an inf, move tpt for an amphib. The inf hits the beach in the attack, and the tpt can't unload the AA gun in NCM because it can only off load in one phase, either CM or NCM (not both in the same turn). To get the AA gun into the tt I just took (if I use the inf in the amphib) I have to wait until my next turn. My other choice would be to not use the tpt in combat (amphib), so I could off load its contents in my NCM.
Just as a note, if you want an AA gun on a tt that you are going to amphib, load one of your allies AA guns the turn before in his NCM (if tpt is in position). It will be able to get to the newly taken beachhead faster then your own in most cases with the Alpha+2 turn order.
Example: G1 move your W Ger AA Gun to N Italy (may want to buy another one). G2 NCM it to an Italian tpt in sz 95 or 97. It2 load an It inf and amphib Egypt (Ger AA left on tpt). Because of turn order (if you take Egypt w/Italy) you then NCM Ger AA to Egypt on Ger turn well before UK takes it's next turn. We also do this w/Ger inf left over from taking Greece to get the very easy 5 IPC Ger bonus for havering a ground unit in Egypt.
You can do the same thing w/US tpt w/UK AA gun off the coast of England to land in Europe in case UK has no tpts.
Same in the Pac from sz 54 (Queensland) w/US tpt & Anz AA gun. You can get to mainland China w/US troops, then off load the Anz AA gun if Anz doesn't have the means to do it itself.
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467
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Axis & Allies / Axis & Allies Global 1940 / Re: First p
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on: August 08, 2011, 09:10:50 am
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Never forget, Subs can go through the straight of Gibraltar, weather you control it or notI've sunk many an allied navy, at minimal loss, by popping a few Italian subs on the board, and blasting the allies for a round with sub/air attacks - through the straight. Then following up with the GERMANS  But the door swings both ways... 100% agree w/you. I often buy both Italian, and German subs (S France, and/or Normandy) to set them back. You have to either kill their ground units so the are delayed, or destroy their fleet stranding their ground units to kill later. Once they get in the Med its a ruff road (or sea lane I guess).
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468
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Axis & Allies / Axis & Allies Global 1940 / Re: First p
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on: August 08, 2011, 08:58:30 am
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Good advise Gargantua, I will just say if your going Sea lion that Romanian minor IC will most likely fall to the Russians if you build it G1. You generally need a lot of ground units to take England. I have built it there G1 (wasn't planning SL), and then SL became more of an attack of opportunity. I was able to trade the Romanian IC w/Russia (using Italians), so they didn't get to use it much, but it did make life a little more difficult. Axis did win that game BTW.
Just to note what prompted me to do SL (as Germany) was what I considered allies mistakes (some by axis as well), and just the circumstances of the game (we were all just exploring unconventional methods). The allies planned a heavy US involvement in the Pac against ���, but ��� did a J1 attack (that I advised against). My ��� partner was an over confident little bugger (but thats his play style and it works for him). The US/UK moved a weak A$$ navy to sz 91, and took Gib/Morocco turn #1, mistakenly thinking they were safe (noobie)? Italy's Navy was left untouched? (UK pulled out to Red Sea (sz 81) or to Egypt (sz98) can't remember, to make life difficult for an over zealous ���. On It1 I took back Gib (had 2 ground units left inf & tank), which allowed Germany to crush the allied BS fleet in 91, and land on Gib.
Now here's where the attack opportunity for SL comes in (more allied mistakes). Italy had a clear shot at Scotland on It2 moving to sz 109 from Gib sz inside the Med sz 92 (Italian naval base at Gib). Moving about 1/2 the Italian navy up w/tpt to sz 109 (along w/Italy ftr from W Germany), the UK was out numbered, so couldn't scramble. Scotland was Italian (inf & tank), and only the 1 French inf + ftr on London could try to take it back (they didn't try, I would have tried to get lucky dice but it was a fat chance anyway). On G2 I loaded 3 tpts (I had bought an AC & 2 Ger tpts G1 for sz 112 just to keep allies jumpy). Moved the German navy to sz 109 w/Italian navy, and unloaded my 6 Germans into Scotland to meat up w/2 Italians, and oh yea the entire Luftwaffe (untouchable w/mostly UK inf and very little UK attack units). Of course I had to buy more tpts to finish the Job, but UK fell after quite a fight (they got some lucky dice). Japan ended up turtling quite well, and the US changed coarse to aid in Europe. The US waffling back and forth ended up costing them the game IMO.
Anyway capitalize on their mistakes.
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469
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Axis & Allies / Axis & Allies Global 1940 / Re: Mid-Game Setup
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on: August 02, 2011, 06:50:24 am
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We've asked Larry about a 1941, or 1942 set-up for G40 (like AA50). He seemed intrigued. I think it might happen in the future (distant future) . That would be cool. It would probably start about the end of the 3 round. US and Russia on the brink of war.
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471
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Axis & Allies / Axis & Allies Global 1940 / Re: How to play Japan!?
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on: August 01, 2011, 05:50:42 am
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I am having good luck with a major complex in Korea and putting 6 Mech Infantry, 4 Armor into Russia a round pushing them back and pressing into Russia. These units get reinforced twice as fast as infantry units would, which helps keep Russia pressed.
Pulling out of China has been a godsend idea as well. It's a quagmire with no strategic, financial or tactical advantage for Japan, all it does is grind up infantry units and tie up fighters.
Leaving the fleet in the DEI as long as possible helps as well, as America, England and Australia will be focused there while Germany, Itlay and Japan press Russia.
I like using Italian units (2 infantry, 2 armor is plenty) to take a territory and then landing all those German plane there to protect the German stack. Gives the money to Italy, but that's only 4 or 5 IPC not make it or break it cash while those planes really chew up Russia's ability to strafe your stacks.
I would stay w/China attacks unless UK jumps the gun and steps in. It is worth 12 IPCs if you conquer it totally, or you can just take what you want on the way to Russia. The path through N China is one tt closer then through Siberia, and your mech/tanks built in Korea should be able to catch up if you clear the path. I guess I could see China nipping at your heels, or trying to cut your supply lines though. I haven't really played where ��� didn't at least try to take 1/2 of China, I just wouldn't want them to get to a point that I can't take them down and they start getting to the coast where my $ is, and giving the other allies a landing spot w/hoard of Chinese backing them up. Ya gotta love the Italian can opener for Germany. As Russia I try to kill those little buggers by putting a decent stack in front of them to start whittling them down. I would rather lose a few Rus inf, and maybe a tank then to let them continue to be a pest w/German reinf & air cover. If your squeezing Russia w/Ger & ��� you may be able to protect ��� advances w/Ita or Ger air cover too (turn order favor this), as long as US/UK are not in the picture. This will at the least keep ��� forces safe for a round, til they can bring in their own air cover. Helps when ��� takes Stalingrad, and you can still use your Euro axis air force as needed. If you do it right you can even swap axis air forces just before you sack Moscow. 1) Italy can openers, Germany moves in Reif and air. 2) Russia can't attack this over powered stack. 3) Japan advances its ground units and places ��� air w/German stack. 4) Germany then fly's its air to the ��� ground stack for protection, and brings in rienf for its own stack (mech/tanks). 5) Russia can't attack either one w/o taking heavy losses. 6) Move in for the double hit, or wait it out until you mass more units for fewer looses as you SBR them. 7) Keep an eye out for US/UK ftrs heading to Moscow (even 5 spaces away, US builds an AB say in Norway, and UK ftrs stationed there fly in). Of coarse tying up all that axis air power has its disadvantages to.
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472
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Axis & Allies / Axis & Allies Global 1940 / Re: Mid-Game Setup
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on: August 01, 2011, 05:06:50 am
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Oh man, what a bummer. Did you give them a 21 gun salute. I would suggest you show up w/case of beer, and a 5th of something for starters. By all means figure out some way to secure the game board (even if you have to screw it to the table). A 4X8 sheet of plywood, with a frame to keep the board from moving? Sorry, I don't keep mid game set-ups, I would suggest that you snap a few cell phone shots of games in progress in the future. You can download some mid games from this site from ppl that play by forum w/battle maps. I've not done it (not sure what it takes), but here's a link that gives you instructions etc... ppl are more then willing to walk you through it. http://www.axisandallies.org/forums/index.php?topic=22837.0This next link (Play Board Games) is for games in progress, once you can download the maps you look at the set-ups in most of the games at different progressions. You can access the maps by looking for the the map down load through the players posts. This normally appears at the very bottom of a post, every 5-6 posts highlighted in smaller blue print (click on it). It will tell who's playing, say what game (G40) and ends w/AAM. http://www.axisandallies.org/forums/index.php?board=40.0
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473
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Axis & Allies / Axis & Allies Global 1940 / Re: German opening.
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on: August 01, 2011, 04:26:13 am
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Yeah, that would be a dream come true for UK. You go right on the offensive (instead of guarding against a possible SL). Your buying a carrier (instead of boring inf), and merging a hearty Atlantic fleet. Take out what you can of the Italian navy (UK1), because your Med fleet is now expendable. You could also just merge parts of your navy into sz 92 (UK1) to deliver a death blow to the entire Italian navy (UK2). The merger into 92 will also limit what Italy can do on IT1. I probably buy a tpt for S Africa to get more units to Egypt, Italy is of little threat to N Africa w/o fleet to back it up.
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475
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Axis & Allies / Axis & Allies Global 1940 / Re: What is making Alpha 2+ unbalanced?
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on: July 11, 2011, 08:45:42 am
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I chose US is to strong, but it's only that way when they use over 90% of there resources in only one theater for an extended period of time IMO.
The other things discussed seem to have a balance, or consequence.
UK attacks Italian fleet (one or the other), but most times the UK Med fleet is lost in the process along with much of the RAF. I know it is a bummer to play Italy once it loses the navy, but the UK is in the same boat so to speak, and you may have just cleared the path for a Sea lion. The only difference is that the US can back the UK getting it back on track (if it chooses to), and Italy normally can't recover easily in the Med, because Germany has its hands full.
Sea lion is doable, but Russia will only be 2 spaces from Berlin with a hoard of units and will be very difficult to deal with. You will also have a hard time keeping them from getting a 3 IPC NO for each green tt for quite some time. This is also one of the reasons I would be against a Romanian IC to start. It would be nearly imposable to Sea lion, because you most likely would be giving up that forward IC to the Russians. I don't think you (as Germany) could keep it, your best chance is to trade it to keep them from using it. If that's not enough the US could also be steaming your way. Sea lion takes a lot of wind out of your sails, even when it is successful.
Honestly, I don't have a lot of experience with the US using all of its income in one side or the other for extended periods of time (7-8 rounds or more), we are just now exploring that (defiantly changes things). Some games in our group the US will use all its income for 2-3 rounds in one direction, but then lends a hand for the other side. Evidently this could be a losing recipe, switching gears to early. We normally play FTF for fun, not trying to see if something is broken, but I can see the US being used in this manner to achieve victory in most games (dice and mistakes could still cost you the game). It's my hope that Alpha 3 doesn't force an economical split like UK (not even on the table), but it cost the US to much income for doing that (more self governing).
The NO's are one way of doing that, but they also add a lot more income to a game that starts out with a lot more base salary. Are NO's becoming the tail that wags the dog as Larry would say? I would be equally interested in ways to remove income from a power for ignoring its obligations and goals, as rewarding it for achieving them. Case in point like the Russian lend lease NO of now having US ships being present in sz 125 (would have been ok w/UK as well, thinking they would most likely need the help of the US anyway). I would also like to see Brazil added to the Mex NO for the defense of US interests to the south, don't live up to your responsibilities lose income. The newly proposed ���/US island NO's will take more resources to achieve I think, so this could also remove income from the Pac theater. This will all depend on how much of a commitment the US has in the Pacific as to who gets its bonus. If there is a reward (NO bonus) for getting the US ground unis to Europe (should be something for this), I hope that it isn't an extra 5 IPCs US can earn. Its other NO's should be reduced or combined to make up for it (w/o axing the Mex NO IMO).
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476
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Axis & Allies / Axis & Allies Global 1940 / Re: AAG40 FAQ
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on: July 07, 2011, 05:09:56 pm
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No, but why would you need to split up into two sz's? I have seen Italy build an AB in N Italy in later rounds to protect its fleet in sz 95 or 97 w/6 planes (some were German). In that game the UK pulled back to the Red sea to consolidate for a later return. Because the UK pulled back, Italy got much of Africa so its income was on the rise. Italy needed the extra protection for when both UK/US entered the Med. US/UK moving back to back can really be a b����! Its normally a loosing proposition for the Italians to try to keep up in an arms race, but it did take a lot of fire power to take Italy down.
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477
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Axis & Allies / Axis & Allies Global 1940 / Re: AAG40 FAQ
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on: July 07, 2011, 01:42:44 pm
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Can you scramble 3 fighters to SZ 97 and to SZ 95 in the same round from the same airbase?
That is, scrambling a total of 6 fighters in one round.
If by round you mean one enemy turn, then no. You of coarse can scramble up to 3 air units in each of your enemies turns through out 1 round of play. You can build an AB in N Italy that will allow you to scramble up to 6 ftrs to these sz's at any given time. My question is for as many games that you have played, how can you not know this about Alpha? Brain Fart, oh yea as a female it must be a "Brain Toot"
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478
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Axis & Allies / Axis & Allies Global 1940 / Re: question on ipcs for UKE and UKP
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on: June 22, 2011, 06:05:22 pm
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The original set-up out of book called for 29UKE, and 16 UKP. You are probably not counting British Columbia (Canada) w/Pac. The line was drawn where the 2 maps meet.
The Alpha.2 set-up changed things. It awards West India (2 ipc) to UKP, and Brit Columbia (1 ipc) to UKE. This makes it 29 ipc's for UKE, and 17 ipc's for UKP.
I think it was done so UK Europe could not build a minor IC in W India and produce units there. Plus it just makes more sense to give all of Canada to Europe, and all of India to the Indian econ. This also gives the Pac side 1 extra ipc when its all said and done, helping out a relatively poor economy.
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479
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Axis & Allies / Axis & Allies Global 1940 / Re: i'm a Chinese player........this is my Alpha +2 Experience
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on: June 19, 2011, 08:06:30 am
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wumeng874 thanks for the effort. I didn't have to much trouble reading your post. Your points for each power were spot on. Its really cool to communicate with people around the world that have the same interest. Germany: I would sea lion only if UK left London weak, and I as Germany could take it with only 4-5 transports, with out risking my entire air force. Help set up Italy, then pound Russia is a must. Try to get to the oil in the Middle east if you can. I agree that the German air force is the key, I like to have at least 15+ aircraft. As far as navy, after the first couple of rounds I tend to go to sub warfare. Russia: I haven't played Russia much, but what I've seen is normally a defensive retreat. Make sure that you don't get caught out of position defending your minor complexes. You need at least 35-40 infantry for Moscow at the end for a meat shield. Buy some planes. Japan: Tough to play, have to be decisive, but flexible (if that makes sense). Have to defeat China, take the Dutch East Indies, and keep the US in check. Building many transports is the key. Keep a steady flow of ground units pumping into Asia, and use your over powering air force as a tool on the land. Don't let land battles go more then a round or two. US: As the leader of the allies (money talks  ), TAKE ADVANTAGE OF THE NEW TURN ORDER (especially in Europe). I think the US is the hardest to play, what you do will win or loose the war. As a team you must decide on a coarse of action, everyone is crying for help, and you can't be everywhere. A weak US in to many places can be disastrous. I think your more effective when you can over power the opposition. You have to protect your ground troops, because it takes to long for them to get to the action. If you take a beach head, make sure that your allies can swoop in to defend your units. This is much easier now in Europe because of turn order (US leading the way). You should be able to get one of the French industrial complexes, or build your own in Norway to keep troop levels up. China: Your home nation. I'm glad to see them have a bigger role in Global 40. There is just something special about them being able to buy artillery. We don't see it to often, but an early Japan attack on the Western Powers, or a crafty UK can make China more then just a speed bump. UK: As you said, must be an experienced player. Sacrifices will be made. Your normally all alone in the beginning, so be ready for a but kicking. We have come to believe that getting the Med fleet to safety, or joining it with the Indian fleet can be helpful in the long run (gives you options). Loosing the British fleets in attacks on the Italian navy just hasn't worked out to well in our group. Defend London, and Egypt until the US arrives. Start rebuilding your fleet in Canada if you can. Anzac: You didn't mention them, but they can be very helpful. They can be a distraction for Japan if they can threaten the Dutch East Indies, or can also reinforce US positions. Getting their income up really helps. Italy: Really depends on what you have when your turn rolls around. Can be dominate in the Med in the right circumstances for a few turns. You can earn a lot of income through NO's depending on how things go with the UK. Gaining control of both sea entrances to the Med, and holding them is nearly impossible for long periods of time. Trying to crack Egypt, control North Africa, and delay the US at Gibraltar is an unrelenting task. Oh yea, add the Mid East oil to to the mix, good luck. France: Make the most of any opportunity you get. Even if its just taking out a blocker ship for your allies, or helping defend somewhere in Africa. Hope they can liberate Paris, I like to see the "Smurfs" (blue cartoon characters) get to buy something. Good gaming from across the globe 
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480
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Axis & Allies / Axis & Allies Global 1940 / Re: Poll: sneak attack
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on: February 21, 2011, 04:04:33 pm
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I would have liked a rule that allowed subs to patrol a sz all the time (forget about the escort/unescorted stuff). If you enter a sz that has an enemy sub(s), each sub gets to fire one attack shot @ 2 as an option at any surface ship that enters that sz (even if they are just passing through). The battle would only last 1 round. The player moving through would be allowed to fire all his war ships def values in return, if you exercise your sub attack. The enemy moving through gets to pick his casualties as normal w/tpts as the last resort. As I said it should be the option of the player who owns the sub(s) and probably only in the combat move phase of the enemy, so you could choose your moments when it gives you an advantage. They could not ignore you if you chose to attack. Enemy combat move w/destroyer could work as it does now, it only effects if sub casualties fire back, or could simply deny the sub(s) attack all together. I wouldn't allow the sub to stop movement, only delay it long enough for the 1 round sea battle. After that surviving ships can continue on if they still have movement left. One sub won't make much of an impact, but 3 could. If it was the discretion of the sub owner, then any tpts moving through alone would get shot at. Same would be for several tpts with only 1 war ship. This would change how subs work slightly, and by using such a rule basically raises their def value to 2. As Germany 3 subs grouped together in one sz are like sitting ducks def at 1's OOB. This wouldn't stop lone transports from off loading either, if they survive the 1 round sea battle they can off load. This is just my take on it, and we have used it as a house rule in AA50, but not in G40.
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