September 19, 2017, 11:28:43 pm *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Read all about what's new on the Axis & Allies .org Website Search me
  Articles  
   Home   Help Login Register AACalc  
Loading
Pages: « 1 2 3 4 5 »
  Print  
Author Topic: Nominations for A&A Revised Strategies  (Read 40027 times)
Amon-Sul
2007 AAR League
A&A.org Heavy Bomber
*
*******
Posts: 14561



View Profile
« Reply #30 on: August 06, 2006, 01:08:09 pm »
0

i am sorry just one question more

should i post the strategy conserning the ˝old˝ game rules or larry harris tournament rules 1.3
Logged
ncscswitch
Guest
« Reply #31 on: August 06, 2006, 03:21:24 pm »
0

Your choice.  Just be sure to specify which you are using if the specific rule set significantly changes the strategy.
Logged
Feds10
A&A.org Infantry
*
Posts: 31



View Profile
« Reply #32 on: November 10, 2006, 01:03:01 pm »
0

Best Strategy for Germany on G1 is

1AC - 16 icp
8 Inf - 24 icp

this is w/o a bid...even so just save the extra 2 cp's

this strategy goes with the Soviets taking Belorussia and west Russia.


attack British battleship of Gilbritar, destroyer in Panama...and take Egypt. in E Europe/Russia, take back as many territories as possible. You'll probably end up having to settle for Belo...don't overstretch yourselves...make sure that you have adequate forces to take more territory next turn. use airforce to help take out battleship

as the conflict continues, be sure to build 2 more tranny's
  - 1 for Baltic to move troops into rRussiaand norway
  - 1 for Mediterranean to contest afAfricand get valuable icp

keeping a steady flow of infantry to combat your soviet counterparts is crucial...eventually Britainnd us will attack western Europe so be sure to cocontinuouslyut more and more ininfantn Western Europe.and keep your fighters there as long and often as you can.

i wouldn't count out getting rockets either...

best idea for future turns would be 10 infantry($30 icp's) 1tranny($8icp's) save 4 on g2

on g3 get minimum 10 infantry($30) 1tranny($8) and 1 tank($5) save 1

anything beyond that would seriously depend on what is taking place on the board. but i can't stress enough how you need to keep a steady supply of infantry. people who play as germany tend to forget about that, and end up getting outnumbered by infantry...only having a select number of tanks and fighers to defend.

keeping as much pressure on Russia while fighting back the brits and yanks from W europe and norway is no easy task....holding w europe is more important then finland....so watch out...also, if they're going after your new acquisitions in africa....GOOD that means they're not putting as much pressure on your European holdings.

Germany is playing Defense and holding out until Japan can clean out Asia and help them destroy Russia.

i don't know if i left anything else out...but i'll post anything i've missed.

Feds 10   cool
Logged
dakgoalie38
A&A.org Mechanized Infantry
**
Posts: 55


View Profile
« Reply #33 on: January 08, 2007, 10:22:09 pm »
0

I have a guaranteed win strategy in round one for the axis in a short game.  All you have to do is for the Germans send all troops in Norway, Eastern Europe, Belorussia, and West Russia as well as any tanks/planes that can make it into Karelia S.S.R. while moving all troops in Southern Europe and Germany into Western Europe and sending all the troops from the Balkans into Germany.  Also, purchase all infantry and place them all in Germany.  This should leave you with four victory cities, Berlin, Paris, Rome, and Leningrad, all of which would require extreme luck from the allies to take back any of these cities, and Rome should be impossible for the allies to take back because there are no ground troops in range of Southern Europe.  For the Japanese, destroy the British navy at India and then send all of your troops from French Indochina as well as any transport and plane that can make it into India.  Also send all troops from Manchuria and Kwangtung into China.  Even if you left Japan, Philippine Islands, and Kwangtung empty now, they should all be impossible for the allies to take back because they are out of range of any allied ground troop, and it should be nearly impossible for the allies to take back India which gives the Japanese the cities of Tokyo, Manilla, Shanghai, and Calcutta.  The four Japanese cities plus the four German cities should make eight cities, which is all you need to win in  a short game.  So there you have it, a 99.9999999...% guaranteed win strategy for the axis in a short game in only one turn.
Logged
Caspian Sub
A&A.org Infantry
*
Posts: 12


View Profile
« Reply #34 on: January 10, 2007, 09:26:31 pm »
0

Hasn't anyone thought of the idea of building a aircraft carrier for Germany
brillient defensive strategy, makes sure that baltic fleet isn't wiped out
and also prevents amphibious invasions in german territories
Logged
ncscswitch
Guest
« Reply #35 on: January 11, 2007, 05:28:59 pm »
0

OK CS, what happened to your post count???
Logged
djensen
Axis & Allies.org Founder
Administrator
A&A.org Battleship
*
*
*
******
Posts: 4728



View Profile
« Reply #36 on: January 12, 2007, 05:49:46 pm »
0

CrazyStaw == Caspian Sub ?
Logged
ncscswitch
Guest
« Reply #37 on: January 13, 2007, 05:59:05 am »
0

CrazyStaw == Caspian Sub ?

Apparently not.

That was MY mistake.  I thought Caspian was CS when the Tournament Registration came in, and that error has perpetuated over several several discussions and to other people over the past couple of weeks.

Logged
A Person
A&A.org New Conscript

Posts: 5


View Profile
« Reply #38 on: January 14, 2007, 10:33:47 am »
0

http://www.axisandallies.org/forums/index.php?topic=8630.0

It's long I know.

I wrote it knowing that I was going to go against a specific player, but it's still a good strategy as long as each nation gets 3 NA's of it's own choice.

I haven't addressed how I'm going to stop Germany, but bassically Russia and UK are going to play normally (russia defense, UK half defense, half offense) except for the UK's begining Pacific purchases.

Just read it.
« Last Edit: January 14, 2007, 12:19:28 pm by A Person » Logged
Bunnies P Wrath
A&A.org Bomber
*****
Posts: 2142


Fear the Wrath of P


View Profile
« Reply #39 on: March 08, 2007, 09:39:15 am »
0

So there you have it, a 99.9999999...% guaranteed win strategy for the axis in a short game in only one turn.

I want to see your figures.  :p
Logged
Bunnies P Wrath
A&A.org Bomber
*****
Posts: 2142


Fear the Wrath of P


View Profile
« Reply #40 on: March 08, 2007, 09:40:50 am »
0

Best Strategy for Germany on G1 is

1AC - 16 icp
8 Inf - 24 icp

Orly.   tongue
Logged
squirecam
A&A.org Submarine
****
Posts: 895


View Profile
« Reply #41 on: March 20, 2007, 10:17:27 am »
0

So there you have it, a 99.9999999...% guaranteed win strategy for the axis in a short game in only one turn.

I want to see your figures.  :p

95% of all figures found online are made up anyways.

Squirecam
Logged
wilkinson1974
A&A.org Mechanized Infantry
**
Posts: 35


View Profile
« Reply #42 on: March 22, 2007, 06:34:01 pm »
0

I've almost finished the new main website. Now I need some good new content.

Please nominate members that have posted good strategies for Axis & Allies Revised (2004) or somebody who would formulate a good stratgy for the main site.

If you want to nominate yourself, you can. If you want to send your nomination privately for yourself or another person, then please send my a private message via the board.

If you are nominated and do not wish to contribute, please indicate in this topic or send me a private message.

Our gaming circle has found an easy win strategy for the Allies in an infinite game(no VC- world domination).  It takes advantage of the destroyer bombardment strategy.  It works on two easy goals-  gain naval superiority in the Atlantic, and develop destroyer bombardment if you are the US.

If you are the US, you spend 10 IPCs every round until you develop destroyer bombardment.  The US should purchase 2 destroyers every round, and use the rest to build inf in L.A..  The second round, repeat the previous, moving the inf to West Canada.  Eventually, the US will develop the destroyer bombard, usually by round 3.  I have never played a game where it went beyond round 7.  The US should continue to buy 2 destroyers every round, and load the inf in West Canada.  Once the technology is achieved, start a small stream of inf into GB.  The US will only need the 2 trannies- one to put troops in GB from E. Canada, one to invade germany from GB.  Keep in mind, by round 7, the US should have at least 16 destroyers.  This means the US will be able to bombard (on average) 8 german units off the map by round 9.  They will be bombarding 10 units off in round 11, etc.  Since there is no risk to the US destroyers, this metric only builds.  If the US is worried about a Japanese invasion, they can build one DST every round after the 7th, and use the rest to stack infantry in the West.  The US will also have 25 inf on the ground by round 8 in Canada.  Japan won't be able to mobilize fast enough after breaking Russia, to make a successful invasion of the US.  Eventually, the US will be bombarding untits off the map faster than both Germany and Japan can build them. 

GB merely needs to get the German Navy out of the way, and not get invaded in the first 3 rounds(realtively easy goal for the UK).

I know this sounds weird, but it works in the infinite game always.
Logged
axis_roll
A&A.org Battleship
******
Posts: 4449


Spring 2008 Singles champion (Gold medalist)


View Profile
« Reply #43 on: March 23, 2007, 04:55:34 am »
0


Our gaming circle has found an easy win strategy for the Allies in an infinite game(no VC- world domination).  It takes advantage of the destroyer bombardment strategy.

Wouldn't ANY allies strategy  tongue win most of the time in a complete domination game?

Certainly the odds are 80% win for the allies under these win conditions
Logged
zosima
A&A.org Artillery
**
Posts: 119


View Profile
« Reply #44 on: March 26, 2007, 10:07:50 am »
0

Hey Wilk...
As far as IC's...
To be honest, forget India as a place for one, Sinkiang too.
If you want to get forces to South Asia, then have UK build up a tranny fleet and start shuttling troops to northern Europe.  If done well, this will allow Russia to bleed off forces via their Caucuses factory since UK will be pressuring Germany AND helping to defend Russia.



If I am playing the allies, with restricted russia, I always move ONE fighter to india and I ALWAYS build an industrial complex there.  This relieves pressure from japan in the east of russia and also gives the british 9 IPCs to earn from Japan.  Plus, its not to far for british units to get online against germany from there as well.
Logged
Pages: « 1 2 3 4 5 »
  Print  
 
Jump to:  

2017 Support Drive

Read about this support drive.
Support Level
Forum Username
Note: payee will appear as Livid Labs, LLC.
Buy Axis & Allies
  • Axis & Allies 1942 [Amazon]
  • A&A Pacific 1940 [Amazon]
  • A&A Europe 1940 [FMG]
  • [eBay]
  • [eBay]
  • A&A D-Day [Amazon]
  • A&A Battle of the Bulge [Amazon]
  • [eBay]
  • [eBay]
  • WWII Themed Combat Dice [FMG]



Axis and Allies.org Official Gold Sponsor: Historical Board Gaming

Axis & Allies.org Official Silver Sponsor: Field Marchal Games
Powered by MySQL Powered by PHP © 2015 Livid Labs, LLC. All rights reserved.
Axis & Allies is registered trademark of Wizards of the Coast, a division of Hasbro, Inc.
Note: the copyright below is for the forum software only.
Powered by SMF 1.1.21 | SMF © 2015, Simple Machines
Valid XHTML 1.0! Valid CSS!