Would this plan adapt well for the tournament rules? The double move could allow the central powers to take more advantage of their superior numbers at the start
Latest posts made by alejsgo
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RE: Alternative Winning Strategy and Tactics for Central Powers
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RE: Reduced cost for tanks?
The previous post mentioned large quantities. The first or second plane may be a good purchase, but I would rather have a tank than a 7th plane. Also you could use french tanks and British air support to break the Germans.
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RE: Alternative Winning Strategy and Tactics for Central Powers
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To alejsgo: On Turn 1, the thing that prevents France from consolidating transports off Canada is the remaining German subs that had the mission of sinking the British fleet on Turn 1Kurtz, the French should send their whole fleet, meaning two battleships and a cruiser, making for a lopsided fight.
The Indian British fleet can secure the Mediterranean by turn two if they are working with Italians. -
RE: Should Cow Make a Strategy Guide for 1914?
There are a lot of new game mechanics that give this game a different feel.
The most obvious is the change in land combat so that it lasts for only one round for each player, and it is possible for players to reinforce each other without shooting. (I.E. France invades a territory using tanks and British or American troops follow)The other major change is the minor allied powers(Serbia, Romania,Belgium, Portugal, Arabia, Albania for the allies and Bulgaria for the Central powers). The allies can choose when to mobilize allied powers, unless they are invaded. They represent free units and income if the allies move a troop into them. The Allies have a much easier time activating these places because they have more transports available.
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RE: Moving into contested terrortory
The rules you mention sound more like the game diplomacy then anything else.
Also Turn order is useful, because it points the difficulties of working as a team. -
RE: German Subs in the Atlantic
Without knowing more about what Japan is doing I can not predict how to help you.
But here is one interesting read.Hobbes also has an alternate and more agressive plan
http://www.axisandallies.org/forums/index.php?topic=19283.0
Hobbes also has an alternate and more agressive plan -
RE: Railroads, Swiss Alps, and National Identities Optional Rules
While reading this I had too main thoughts.
1-It means even more rolling in a game where units last for much longer all ready
2-These new rules will not just shape how players move, it will demand it. For example the germany bonus that are trerritory specific mean Germany must attack there, while france will almost want to concede those places just to survive. -
RE: How do you stop kgf??? any new ideas?
Without knowing more about exact moves I don’t how much anyone can give advice.
When exactly do the Allies take berlin? Are national objectives on or off? is the setup the out of box board?On Turn 1 is Germany attacking English Fleet and Transports to delay Normandy or Norway drops?
There are multiple well thought strategies in these forums, with Germany being very aggressive, or very cautious.Is Italy Reinforcing France or Russian Front?
Is Japan Moving it’s Fleet through India with plans to link up with Axis near Egypt?
Is Japan being Aggressive against the Americans to draw their attention and money?Also I found a post with an awesome trick to use against Karelia. (bout Karelia, I have already proven a year ago that you can take and hold it from G1.
The trick is to keep the 2 tanks in poland in reserve so that when you break the baltic states, you can move the 2 tanks trough to Karelia as reinforcement in the non-combat phase. ) Not my idea, but awesome
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RE: TL DR Rulebook: a project to create an easier to read rulebook
Passing over the complexities of Combat for the moment.
(Naval versus Air versus Ground Versus Non Shooting Reinforcement )Placement Place all new land units in Nation’s Capital. Groups of Land units must have one infantry unit.
Place new Ships in Seazones that are bordered by a starting harbor.
Exception- England has the option to place land units in India(no ships)Also add Collect Income
Contested Territories generate no money for either side -
RE: TL DR Rulebook: a project to create an easier to read rulebook
Under Turn Order I forgot to mention AH is required to attack Serbia to start the game.
Purchase is same as other Axis and Allies games.
Movement is similar to previous games. Land troops move one. At least one infantry must be in the territory they are moving into, or with the forces who are moving.
Sea units move 2(cruisers 3)
Planes may fly over sea zones or friendly land, but they must join with at least one infantry. Planes may not fight on the ocean since there are no infantry there, nor carriers.
Note: The tournament rules for move are much different.Conduct Combat
Much different than previous Axis and Allies