• Yes i have heard of it :wink:
    Wouldn’t the “Nazikazi Version” belong in the house rules forum?

    The Nazikazi Rule Variation -
    On Round 4(specifically, G4 and J4), at no IPC cost,
    Germany and/or Japan may click his/her/their heels together 3x,
    hold his/her/their left nostril(s) closed
    using his/her/their right thumbnail
    with the back of his/her/their right hand
    resting on his/her/their forehead,
    and sprinkle magic pixie dust
    (doggie doo will suffice)
    over his/her/their opponent(s)
    (NOT the gamepieces.)
    Upon completion of the above …
    if still alive, conscious and able to
    continue the game …
    the German and/or Japan player
    may chose to place either
    3 carriers with six ftrs in one appropriate sz or
    3 ICs with 3 ftrs apiece in 3 separate appropriate territories.

    Note : The current argument is whether to amend the N rule
    to allow a player to choose 2 carriers(etc.) and 1 IC(etc.)
    or 1 carrier(etc.) and 2 ICs(etc.)!

    Have you ever actually played this variation, Xi?


  • BB makes a good general point in response to my complaint abut absolutes – if you have the ability to get a little heftier unit or save some money you can’t spend until next turn, it’s a good idea to upgrade.

    Sometimes if I buy some other units and have ten IPCs left, it becomes 2 tanks instead of 3 infantry and one IPC worth of savings – but only if I’m on the offensive end of things or have plenty of spare defensive units for a while.

    I’d hate to have two two-pointers instead of three two-pointers on defense, but two three-pointers instead of three one-pointers seems like a good deal in my next attack.


  • Thanks for your help. Perhaps now I won’t build a german fleet and just use Japanese subs from Brazil/South Africa

  • '19 Moderator

    @mjcarney2:

    Turn 1
    Germany

    1. Buy 1 bomber and 5 infantry

    Why the Bomber?
    @mjcarney2:

    1. Move all African Forces South 1 territory
    2. Attack Battleship in Mediterranean Sea with sub and one fighter
    3. Attack Main British fleet with remaining air force and Baltic fleet
    4. Land a Fighter in Lybia

    If youland a fighter in Lybia and move the troops south it will be a dead fighter on UKs turn.
    @mjcarney2:

    1. Strafe Caccausas
    2. Retreat from E. Europe

    These two actions can’t be doen in the same turn. Look at your map again.
    @mjcarney2:

    Japan

    1. Buy 3 transports
    2. Take E. China with all available fighters and Infantry except one infantry in Manchuria and one in Burma
    3. Attack Pearl Harbour with Japan Battleship, Japan Fighter, Carrier Fighter, Bomber and Submarine. Kill Sub and Battleship

    Use the Phillippine Fighter it can’t be used any where else and the Jap fighter can be used in China
    @mjcarney2:

    1. Load 3 Infantry on to 2 Transports and Move them to Solomon Island, Move Battleship and Carrier to Solomon Islands

    Ships have to remain in the combat sz unless you think you can pull out before you kill the Fighter. If that is your plan good luck.
    @mjcarney2:

    1. Land Fighters in Kwanatung and Carrier, Land Bomber at Solomon Islands
      Turn 2
      Germany
    2. Buy all Infantry
    3. Take E. Europe
    4. Do what you can with Air Force(preferable attack a fleet) but Land them in W. Africa

    If you leave your airforce undefended in WAF the US will attack them. They probably won’t take the territory but every hit will be a plane.
    @mjcarney2:

    1. Attack Egypt with fighter and African troops

    Already covered this in turn one.
    @mjcarney2:

    Japan

    1. Buy 1 Transport and Infantry (Save three IPC)
    2. Attack Manchuria or Soviet Far East w/ bomber from Solomon Islands
    3. Claim Argentina
    4. Land Fighters in Manchuria
      Turn 3
      Germany
    5. Buy all Infantry
    6. Strafe Kerelia

    With Japan putting little pressure on Russia Strafes work both ways. Germany is weakinging them selves by fighting a two front war. Read some history. :)
    @mjcarney2:

    1. Attack Any Fleet (American preferably)
      Japan
    2. Buy 1 Transport and Infantry or Factory in Manchuria(If no British/American factory was built) and Infantry
    3. Attack Yakut (and possibly Soviet Far East)
    4. Attack Either South Africa or Brazil or Both
    5. Land Fighters in Manchuria

    You are depending on a german Air force that was probably already shot down or attacked and killed.

    You are not putting near enough pressure on Russia. You should have Sinkiang on turn two. as well as India, Soviet Far East and possiply Yakut.

    Any thing after turn 3 should be general guidelines, such as “try to be on the border of Moscow by turn 4.”

    @mjcarney2:

    Turn 4
    Germany

    1. Build a Fleet and Infantry (3 Aircraft carriers with fighters)
    2. Strafe Kerilia
      Japan
    3. Buy 1 Factory and Infantry or 3 Tanks and Infantry (South Africa preferably or Brazil
    4. Strafe China
      Rest of the Game
      Germany
    5. Hold on to E. Europe, France, Italy and Germany with Infantry until Japan threatens the Russian capital
    6. Have 3 Aircraft Carriers w/6 fighters in British waters
      Japan
    7. If no Sinkiang/India factory take over Sinkiang on turn 5 and India on Turn 6. If one factory was built take over other territory on turn 6 and factory on turn 8. If two factories were built take over Sinkiang on Turn 7 and India on Turn 8.
    8. Have Brazil/South Africa Factory build submarines and move them to north sea or US coast. When there is no need for submarines begin to build tanks and advance to mexico.
    9. Get into striking distance of Moscow then wait for Germany to get in position
    10. If E. Europe, Italy, Germany or France falls take Moscow

    The rest of this is based on wild speculation and the nessesity that your opponent rides the short bus. Try again please, if you must. :D


  • Dezrtfish,
    @mjcarney2(abridged):

    Turn 1-Japan
    [PURCHASE] Buy 3 transports
    3) Attack Pearl Harbour with Japan Battleship, Japan Fighter, Carrier Fighter, Bomber and Submarine. Kill Sub and Battleship

    @dezrtfish:

    Use the Phillippine Fighter it can’t be used any where else and the Jap fighter can be used in China.

    @mjcarney2:

    1. Load 3 Infantry on to 2 Transports and Move them to Solomon Island, Move Battleship and Carrier to Solomon Islands.

    It appears mj will keep the Car sz CV and BB out of the Haw sz battle for the move to the Sol sz to land the 2 ftrs identified on the CV there.

    Maybe I’m wrong. Whatever the plan…I would not do it as it takes the pressure off USSR(unless you are playing a “US First” rules variation!)
    :P


  • Dammit! Got bumped again. Think I’ll change my ID here to “Bumped.”

    That was me on the last guest post. Think I’ll start claiming all the good and great guest posts as mine(oh, yeah, sure! Like they’ll believe that!!)

    El Jefe


  • El Jefe is right, that was the plan.

    I know it takes the prssure of USSR but it puts persuure on USA


  • It is never neccesary to retreat from Eastern Europe in turn 1. Keep Russia honest by moving all available infantry into the zone, all available tanks, a minimum of 3 fighters, and most importantly, your AA gun from Southern Europe. Defend Western Europe accordingly. Usually 3 infrantry, a fighter, and your bomber will always do the job. The bomber in “Western” is always essential to detour the US from developing straight trasports, as opposed to a capital ship in the first year. No Allied bomber is in range for a SBR on Southern Europe until turn 2, and only then from Africa, or a suspect stronghold in the Caucasus. Always keep the threat of blitzkrieg and never retreat from a withering Russia in the early years.

    Thus the army is established by deceit, moves for advantage, and changes through segmenting and reuniting. -Sun Tzu


  • You’re listing the moves for some obscure game versus an incompetent opponent. How can you post this as an actual strategy?

    Thus one who exels at warfare seeks victory through the strategic configuration of power, not from reliance on men.- Sun Tzu


  • Actually this strategy plays out pretty well in my play group. Usually the game becomes a race to see who dies first Russia or Germany

    1: The Germany Front
    Germany begins to slowly fall back until there is only the german capital left. Germany waits until the Japanese Subs from the Brazil/South African Factory keep the American troops off European shores. Then Germany begins to take back France and Italy. By this time the USSR is investing all it’s reasources into dealing with the Japanese threat and then Germany begins to move to the east

    2: The Russian Front
    With the Extreme amount of Colonization by the Japanese of Brazil, South Africa, Madagascar, Austrila, New Zealand, and Hawaii. Japan has enough rescources to build subs in the alantic and troops in Asia. However Russia does not have nearly enough economic power to fight the Germans to the West and the Japanes to the East

    In many cases the German player and the Russian player fall at the same time. In this case the Japanese player stops attacking with her subs in the alantic and only builds troops on Asia in an attempt to liberate germany


  • I’m 100% against a Japaneese IC in any place at any time during the first 10 turns. Transports are more efficient. We had a wonderful discussion about the issue about a year ago.


  • well how many transports do you get until you start to use IC?


  • @mat:

    Yes i have heard of it :wink:
    Wouldn’t the “Nazikazi Version” belong in the house rules forum?

    Have you ever actually played this variation, Xi?

    mat, I guess I ought to put it there, but I’ve never met anyone else who believed/played it.

    The guys I played with thought we made it up. Though I don’t think we were coherent enough to be that creative. It was about 28 years ago…we were always looped on beer, hard liquor or…other stuff(you know.) The guys I played with are in a mental institution, prison, on the state Ten Most Wanted list, or a lieutenant(I doubt that’s the right title)in the local Mafia the last I heard. :)


  • I agree with Yanny, though often never build a Japanese IC in Asia. I build 2 trans on J1 and 1 tran each turn until I have 1 more tran than I have IPCs to load it. This gives me fodder or the option to split forces in a different way(like 2 extra IPCs available to build armor and hit Hawaii or some such.) I am always pumping 8 inf or 6 inf and 1 arm unit into Asia.
    @mjcarney2:

    well how many transports do you get until you start to use IC?

    Again, as for me, I’d rather build an extra bmr or ftr once I have 6-7 trans.


  • What about the bomber on Germany turn 1

    Is that a good idea?


  • Not! Unless you roll for tech and get it. Then roll a 6 for Heavy Bombers(HBMRs!)

    Otherwise you slow your inf gain on USSR at the risk of averaging 6 IPCs of USSR or UK’s total lost before you lose a HBMR. Remember if you send 2 HBMRs against Allied ICs with AA guns, the Allies have 2 chances to roll a 1.

    Of course, if you are playing a new or fairly inexperienced player…Go for it!


  • So what should my Germany turn 1 purchase be


  • That’s another question open for debate…

    :oops: A dumb guy’s question…
    Is the Don from Don’s Essays the don_riggins who has a good # of posts here? Saw a few good one and a couple of quickies. :roll: A guy who cvould spew that much strategy/logistics might just post like that on other websites. Just asking!?! :-?


  • Well lets look at the Options

    9 Infantry and 1 tanks
    or
    8 Infantry and 1 Transport

  • '19 Moderator

    The first one. My Opinion of course.

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