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    BigPapaSmurf

    @BigPapaSmurf

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    Latest posts made by BigPapaSmurf

    • My new house rules…for AA Pacific
      1. Sea zone 5 will stop at the canadian border, canada is now connected to sea zone 12?(board not in front of me sorry) the one with the convoy$. Canada is now worth 5$ for the US, which is taken off of the US 55$. Alutian Islands is now worth 1$, also taken off the 55$ in the US.

      2. The US Convoy in sea zone 3 is now split into two convoys, one 5$ in sea zone 3 and one 5$ in sea zone 8?Below Hawaii.

      3. Hawaii is restricted to building two units max!

      4. Bombing runs are changed to the newer rules with damage counters, with twice the territory number being the maximum damage. Allowing a max of one VP and 10$ damage to japan per power. Japan/India/NSW are restricted build if they have any counters, 1 counter = 4 units built max, 4 counters = 1unit built max, 5+ counters = no build, no counters = unlimited. Hawaii and new factories are treated like normal factories from AA1942.

      5. India starts the game with one extra “Indian” infantry and gains one in each place new units phase, these infantry cannot move or be loaded.

      6. If not bidding the VP minimum is 24 to win.
        6b) Japan cannot build more than 3 submarines on any turn…(Im still debating this)

      I know the Hawaii thing seems harsh but it adds a ton of options in the US/Japan early conflict and it is still impossible to do a full-scale direct assault on Austrailia3 without some sort of fake to india trickery or a major allied screw up.

      If my rules don’t improve your game…you can have your money back.

      posted in House Rules
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      BigPapaSmurf
    • R1(KGF)-West Russia only

      So I see that almost everyone is into attacking the ukraine on R1, I found it lacking.

      I usually go with, 3Artillery/2tanks, 2i/2a/2t or 6 artillery on the purchase for attack options(If you’re buying 8 inf on turn one you’re doing it wrong)

      Send 5 inf from Kar/Arch, 1 Artillery and two fighters to West russia and stack everything else in Cauc. Leave one Inf in Lenningrad and do your standard moves on the east end.

      Cauc is all but untakable(98% vs max attack) and it forces Germany to move everything and its fighters to Ukraine away from the fleets if Germany hopes to hold Ukraine. UK then lands it’s two southern planes in Cauc. and sets up to reinforce Caucases with a few Indians

      If germany does stack in Ukraine you just keep stacking in Cauc, the extra artillery can be used to take back West Russia every turn with minimal forces, Germany must not be allowed to stack fighters there. If Germany tries to send everything to WR, the artillery purchased will help smash anything that remains there. Without their fighters to defend they can’t hold it.

      So it all comes down to US/UK not screwing up and losing all their transports, by round three their should be enough pressure on Germany for Russia to start defending its backside from the Japanese.

      So Russia just stands strong until Germany is forced to retreat, never advancing your troops to far into germany so they can be used vs the Japanese when they finally arrive.

      The most important thing for germany/russia is not to waste your fighters on suicide attacks and avoid using infantry to attack if they are without artillery support.

      posted in Axis & Allies Spring 1942 Edition
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      BigPapaSmurf
    • RE: My diabolical plan

      Anyway if you did intend to block then the planes can take out 80% of your fleet and my North fleet is still solid up at 6 with a loaded carrier and Bship making you waste another turn on enough crap to wipe it out.

      posted in Axis & Allies Revised Edition
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      BigPapaSmurf
    • RE: My diabolical plan

      Sorry, was that destroyer blocking my fleet or with your fleet?, hard to read your post with 10,000 abrv.

      posted in Axis & Allies Revised Edition
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      BigPapaSmurf
    • RE: My diabolical plan

      1 BB, 1 AC, 2 FTRs, 2 TRN and 1 SUB= 19 def w/tip
      Vs. 1 bat/1des/2subs/4fighters/1bomber = 27atk w/tip

      UK loses everything and wastes two turns as planned. Leftovers stay in SZ7 and are joined by the Med fleet. Unless it has to destroy the Americans at 12, which is fine, two more turns for the US wasted.

      posted in Axis & Allies Revised Edition
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      BigPapaSmurf
    • My diabolical plan

      Ok so I finally found my Axis strategy,

      Germany

      1. Buy Battleship and Carrier round one, remaining rounds buy all tanks(until they arent needed). Russia may get all the way to Poland before being driven back but thats part of the plan.

      2. Save the plane in Germany for the carrier(the rules dont forbid using planes in combat landing them in Germany and then loading them on the built carrier, but I dont allow this)

      3. Ampibious assault Gibraltar, with the sub and battleship in tow(and french plane if needed) This prevents planes from the UK from hitting the south fleet on turn one.

      4. Re-take Ukraine if nessisary with minimal forces.

      5. Land all planes in France.

      6. Don’t waste attack material on Russia till you get the tanks in play, just slow their advance down.

      7. Leave the North fleet in port, destroy the russian sub with planes if it blocks.

      8. On turn two kill any boats which block the path of the two fleets to sea zone 7 with planes and minimal boats. This will allow your fleets to converge at 7 in the non-combat phase. Leaving you with a massive fleet of 2Bats/1Car/2Fight/1des/+1-3 subs, use this fleet and the land planes to waste any transports that are built. It should take the allies three hopefully four turns before they can get rid of your fleet and start buying transport materials.

      Japan
      1)Buy two factories, Secure two of the East Asia zones for your factories.

      2)Send all Asia Infantry to china with planes. Keep them alive to join the six tanks you are going to send through China each turn. If Germany holds off the transports long enough you should be able to overwhelm Russia on turns 5-6 with the aide of the first German tank waves… Obviously take any factory built in India and if America decides to build all out on the West coast then the Germans will have no trouble keeping Briton out of France.

      Sorrry no time to go into more detail.

      2

      posted in Axis & Allies Revised Edition
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      BigPapaSmurf
    • RE: Nominations for A&A Revised Strategies

      Um no, Japan spends 30 on IC’s wisely, not blows. And I clearly said, IF Russia buys all INF on any of the first three turns, they will lose.

      posted in Axis & Allies Revised Edition
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      BigPapaSmurf
    • RE: Nominations for A&A Revised Strategies

      Hmm no fans of the Two ICs for Japan on round one? I find this hard to overcome if done correctly.

      The most effective way to do this sends everything through India to Caucasas, as it is only 3 spaces from FIC, however if there is a buildup in the South which threatens FIC on turn 2, both ICs go north of FIC. Combine this with massive pressure on Cauc from Germany. If India builds an IC, Waste it with everything you have. Russia will have to try to send tanks down there to take it back. All three east China spaces are 4 away from Moscow, only FIC is three spaces from a capturable IC.

      Japan can hold off the US for 3 turns with ease, If you are attacking south, US help in the North will mean little. If the US wastes money on West Coast crap, this helps Germany tremendously. Only buy Infantry for Japan if by some miracle the US can invade with force.

      If the Lone Japanese transport survives turn 1, this makes the whole process easier. The russian stack on the pacific is no attack threat, take China with everything you dont need in the south, just in case they build a factory there (they wont with six tanks on their doorstep on turn 3 Japan.) If you Capture a factory in India, build there and in FIC, making six tanks able to get to Persia per turn.

      Defend Eastern Europe with as many guys as possible (build a few each turn with your tanks), slow down invasions with a single ship blockading Gibraltar and where ever else you can slow them down a turn. Keep up as much pressure on Southern Russia as possible, trying to prevent Russia from supporting India. If by some miracle Russia doesnt invade on turn one, an IC next to the Caucasas works well, but only if you never lose possession of it, If it is taken once, it is a waste of money. If the Allies take the Bomb the ___ out of Germany route, you may need to consoliodate INF to your factories and give up west Europe, but only if Japan is less than three turns from wiping out the remaining Russians.

      If Russia buys all INF on any of the first three turns, crack a beer, you’ve alreadly won.

      posted in Axis & Allies Revised Edition
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      BigPapaSmurf
    • RE: Impossible for Allies to Win

      Um, if you really think that Germany is overpowered, you should find somebody who knows what the hell they are doing with the Allies, because Germany is weak. Or perhaps you’ve read one or two of the rules wrong, I dont know.

      I concur on a Stalingrad game…

      posted in Axis & Allies Europe
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      BigPapaSmurf