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    blitzgordon

    @blitzgordon

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    Latest posts made by blitzgordon

    • RE: Adding Tac Bombers from AAP40!

      @Variable:

      I think if you want to stick to historical accuracy at all, use your tank stats for the mech inf and leave out tanks. The only “tanks” used in this campaign were very light tanks, even then with limited mobility. The jungle terrain was not conducive to tanks at all. But mech inf kinda represents light tanks IMO, so that would be ok, in limited numbers. Also, any mech inf or tank should require all the space on a transport and should not be able to board a destroyer.

      And with those stats (1 tank equals full transport) there is no reason at all to buy a tank over two INF. Same land attack, same space on transports, plus harder to destroy (two INF requires two hits). A possible idea would be to have the tank take up one space but keep the stats. That way it might have its uses.

      posted in Axis & Allies Guadalcanal
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      blitzgordon
    • RE: Good Logistics?

      It would appear as the Nas does favour the US, yeah. Japan has one good, banzai attack (score on three or less against an land units in one island zone), but otherwise their NA:s are equal or in favour of the US. Japan has one that is very good on paper, but not in reality: All 2s in a sea battle counts as ones. Problem with that is that any destroyer or cruiser being damaged is unlikely to make it in time for the next battle anyway. Only real use is for sinking battleships, and that’s hardly enough.

      posted in Axis & Allies Guadalcanal
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      blitzgordon
    • RE: Good Logistics?

      Is nobody playing Guadalcanal anymore or is my question stupid? I feel if the US goes all out with good logistics and amphibious assault, they can land enough artillery on New Georgia to gain the upper hand permanently. Especially since in turn three Japan is first player, they’ll have to be careful not to leave any more islands exposed. Since this game only last about four turns, those 12-15 ART on New Georgia will make it very difficult for to regain enough airfields to win.
        Am I missing something, does nobody care or is the game unwinnable for Japan with two NA’s?

      posted in Axis & Allies Guadalcanal
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      blitzgordon
    • Good Logistics?

      Hi! We played a game using two National Advantages each recently. As the US, I chose Good Logistics and Amphibious Assault. I played Good logistics during purchase turn 1, buying 8 artillery and enough supplies and transports to deploy them, along with one supply+ trans to build an airfield in Malaita. Before that, Japan bought supplies and trannies to build two airfields (first round JAP built one field on New Georgia).
      Turn 2: US first player - move everything to SZ south of New Georgia (just kept enough to prevent complete fall of Guadalcanal) - played Amphibious assault during land combat. The results were complete control of New Georgia, with twelve ART left along with one captured airfield. Next turn, JAP has to move back for fear of my twelve ART and the rest of my fleet. I could have invaded another island if JAP had not focused on fortifying his islands with INF. We played first to 20 points, but the rest of the game was easy. One airfield more than JAP and a constant threat from my cannons.
        Of course in round two I lost control of Santa Isabel (north of Guadalcanal) but the advantage of having my ART at New Georgia, an extra airfield and almost unhindered access to the JAP slot made the game very one sided.

      Any thought as to counter strategy?
      One idea would of course be to not build supplies on purchase turn 1, and instead reinforce New Georgia. But then US can either build airfields to get ahead in the race, or try to land (playing amphibious assault to severely weaken the JAP forces) and go ahead as usual. Weäre playing soon again, and I have to come up with a viable counter strategy to this US play.
      It would be great to hear your thoughts!

      posted in Axis & Allies Guadalcanal
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      blitzgordon
    • RE: Determine Control of Island Zone

      Ok, so an empty (US) island on which the japanese land a single AA gun without backing it up with bombardment remains in US hands? Damn, then I missed out on one more INF on my last turn assault…

      posted in Axis & Allies Guadalcanal
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      blitzgordon
    • RE: Determine Control of Island Zone

      Can AA guns capture an island (and airfields) if the island is otherwise empty but belong to the other player? I’m guessing they can, but reckon it’s a legit question.

      posted in Axis & Allies Guadalcanal
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      blitzgordon
    • RE: Is blitzing viable?

      I just realized, writing this (at work), thinking about the few games I’ve played this far, what a fantastically fun game this is. I’m so looking forward to my next game as the allies. It’s going to be the first time I play the allies having a more full understanding of the gameplay.

      posted in Axis & Allies: Battle of the Bulge
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      blitzgordon
    • RE: Is blitzing viable?

      Oh right  :-o… Seems my memory of my own ingenuity betrays me… Yeah, I know the rule, and we’ve played by it. It’s been more than just a tank or two, or I’ve been lucky (or opponent unlucky) with the dice when I’ve managed to stay behind enemy lines trapping tanks.

      posted in Axis & Allies: Battle of the Bulge
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      blitzgordon
    • RE: Is blitzing viable?

      With Germany, I almost always try to blitz with one or two tanks. If you can open up a hole (clear just one hex) in the allied line, you usually can blitz one tank to put it next to the allied truck supplying that part of the front, thereby trapping it. The tank of course gets destroyed the next turn, but the ratio german tanks:allied trucks = worth it. granted, I’ve only played a handful of games as so has my opponent, but so far it’s worked out nicely.

      posted in Axis & Allies: Battle of the Bulge
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      blitzgordon
    • RE: Trucks and supplies…

      Not that the allies need more thing working against them in this game, but we still play that if Germany surrounds and cuts off the northern cities, you can’t reinforce them with units from the other charts, only from the northern. Sort of makes sense, lest the trucks goes a long way outside the battlefield.

      posted in Axis & Allies: Battle of the Bulge
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      blitzgordon