Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. BluGerman
    3. Topics
    • Profile
    • Following 0
    • Followers 0
    • Topics 7
    • Posts 69
    • Best 0
    • Controversial 0
    • Groups 0

    Topics created by BluGerman

    • BluGermanB

      Better G42 setup?

      House Rules
      • • • BluGerman
      14
      0
      Votes
      14
      Posts
      6.6k
      Views

      BluGermanB

      should i keep this as my setup for game day or does it favor Germans too much?

    • BluGermanB

      Lots of questions on Germany and UK

      Axis & Allies Global 1940
      • • • BluGerman
      32
      0
      Votes
      32
      Posts
      4.9k
      Views

      ItIsILeClercI

      Ah,
      But the coast was not yet taken from me J3 or J4 ;-). It never completely was. If you do the math, it looks like this:

      26 + 10NO’s (outer perimeter + Hawai) + 1 (Hawai) + 20 (DEI) + 2 (Phil) + 8 (China) + 9 (SE Asia) + 4 (some Russian territories) = 80 max!

      Later on I lost a LOT of ground in Russia + Asia, so from turn 5 the income went down quickly… I made a start invading Australian territories and contested some SE Asian territories back and forth and my guess is that by that time the Japanese income was indeed more between 55 - 65 IPCs a turn.
      Compared to the 80 - 95 IPCs Japan can collect when going all in against Asia, Russia and Middle East this is peanuts, but the latter strategy puts the Axis in a time/tempo disadvantage (IMHO ;-)).

      BTW, I have to correct myself. Repeating J1 & J2 in my head today I came to the conclusion I got some numbers wrong in my lazy guesswork some days ago ;-). I’ll correct them in my previous posts.

    • BluGermanB

      What went wrong with Japan?

      Axis & Allies Global 1940
      • • • BluGerman
      16
      0
      Votes
      16
      Posts
      2.5k
      Views

      majikforceM

      Things I learned about fighting China:

      1:  Try to control them not conquer them.  Contain them from getting to the coast.  Always be able to take the road back.

      2:  I have found that an IC in Kiangsu can work.  I always have some land based Aircraft that are designated for Chinese attacks.  Spend what Chinas income is as a rule of thumb at the IC.  I usually buy 3 mechs a turn.  Movement to the road is quicker and supporting Aircraft make most fights manageable.  Going transports can work too.  Just a lot harder logistics.  Japans Achilles heel:  getting troops to the land.

      3:  Dont be afraid to slam a chinese stack with just Airforce!! Especially early turns.  Kill that flying tiger whenever you can.  The payoff is much greater than the potential loss of aircraft.

      4:  Fight China with the end goal of getting to India!  Once you have Calcutta the road is closed!  Do not let the allies coordinate!  Russia cant be helping china or UK reinforcing them.  Keep them isolated from each other.

      5:  Know when to leave them be.  Concentrating on China to much can hamper all the other objectives Japan must accomplish.  Dont let it be a money pit.

      Just some thoughts on fighting China.  I have yet to play the perfect Japanese game but i would suggest giving them another chance.  They are a blast to play.  Sometimes you have to understand what your role as Japan is going to be.  They are sometimes very dependent on what Germany does or how Germany is doing.  Have fun!

    • BluGermanB

      9 player dilemma

      Axis & Allies Global 1940
      • • • BluGerman
      12
      0
      Votes
      12
      Posts
      1.9k
      Views

      C

      @BluGerman:

      So my question is, is it better for 9th player to play france?…. or should i make him something like pacific U.K.?

      Interesting discussion because the number of actual or potential player nations varies depending on assorted factors.  There are nine powers in Global with their own distinctive infantry sculpts (US, USSR, UK, ANZAC, Germany, Japan, Italy, France and China), but the last two are odditities: France because it gets largely knocked out in the first round and China because it essentially has no equipment pieces and because it operates under restrictive rules…so that brings the number of full-scale players down to seven.  The number then goes up to eight if you split the UK into separate European and Pacific components (as reflected by the income dual-tracking system used in Global).  An added twist, which has been mentioned by several people, is the potential to have all the neutrals controlled by a designated player, since the neutrals have a distinct status in the game.  (The concept could even be taken a couple of steps further by distinguishing the neutrals with standing armies from the neutrals without standing armies, well as the pro-Allied neutrals from the pro-Axis neutrals and the strict neutrals…but that’s probably splitting things too finely, unless you’re operating under special house rules for neutrals).  With the addition of extra house rules (and pressing into service some of the existing sculpts available from HBG), a minor role could also potentially be assigned to two countries which have no sculpts but which do have their own distinctive map roundels: Canada and the Netherlands.

      If you expect to play fairly soon with your nine-player group, under the official game rules, you’ll probably have to go for simplicity – maybe something like this:

      1. US
      2. USSR
      3. UK (Europe)
      4. UK (Pacific)
      5. ANZAC
      6. Germany
      7. Japan
      8. Italy
      9. France, China, and Neutrals

    • BluGermanB

      G2 Barbarossa idea too good to be true?

      Axis & Allies Global 1940
      • • • BluGerman
      17
      0
      Votes
      17
      Posts
      3.3k
      Views

      E

      I was just scrolling through some archives - I know this thread is 2 years old, but BluGerman maybe you’ll get a notice and it might help in case you feel like reliving an old dream.

      This is the best plan for a G2 Novgorod crush I can think of, but it works only if the opportunity exists:
      G1
        Buy a carrier and 2 transports.

      Kill all the Royal Navy with subs and planes
            I like to strafe 111 with 1 sub, 1 bat, 1 sbom, 1 pair tbom + fig.  The bat automatically repairs next round.
            Be sure to use 2 subs to kill his des/trans in 106 to keep a sea lion pressure up.
        Take Normandy with 1 inf, 1 art, 1 arm
        Take France with all remaining available land units
        Strafe Yugo with 1 pair of planes, 0 arm, retreating to Romania.

      Activate Bulgaria with 1 arm
        Activate Finland with 1 inf
        1 pair of planes on your carrier, 1 on Norway, 1 on Poland, and the rest on West Germany.
        Move your arm from Hungary to West Germany.
        Leave your arm in Poland there.
        Move 1 art from Germany to West Germany.
        Move the rest of Germany’s land troops to Poland and Hungary.

      You should now have 4 inf, 1 art, 1 arm in West Germany ready to transport to either Novgorod (via 127), Scotland, Gibraltar/Morocco, or even Nenetsia if you’re feeling saucy, depending on the situation.  The rest depends on Russia’s moves.  An attack on Novgorod only works if he moves all of his land troops, including his AAguns, down to Baltic or Belarus in order to make a stand at East Poland, which he probably won’t do after you’ve strafed Yugo.  G2 Novgorod is only feasible if he has no more than 8 inf/art, 2 fig, 1 tbomb there.  You could probably still do it with 9 inf/art, but the odds start declining drastically.  If, however, he’s left Baltic States wide open, then you get to throw another tank in the mix.  Move your whole fleet up so you can bombard with your bat and cru.  Attack with 2 sbombers and 2 pairs of fig/tbomb (from Poland and Norway).  Your planes already on your carrier should move into 127 to prevent him from scrambling, and then land in Finland making room on your carrier for your planes from Norway.  Press into Eastern Poland/Baltic States.  Italy btw should have been building/moving inf and AAguns over to Romania to protect your southern flank.

      It’s a devastating move because every inf counts for Russia on a G2, and you’ve just killed 8/9 plus all his planes.  (If he didn’t put his planes up there, then you haven’t lost any planes in the attack either, and you might even have an extra ground unit.)  Plus he’ll need to use at least 2 probably 3 more troops to retake it in order to prevent you from building 3 more tanks.  In which case your 5 inf from Karelia plus planes can retake it in time to build 3 tbombers.  You’d almost certainly take Moscow turn 5.

      However, this move is easily preventable by leaving your AAguns there on the first round.  It also prevents you from leaving a fig on Rome, exposing you to a more crippling Taranto.  (You might be able to pull a fig from 110, but if you did that, as England I would find it worthwhile to scramble.)  Also, assuming Russia takes Novgorod back, or if you fail to take it, your fleet will be stranded there for at least 1 turn, lest it expose itself to the RAF without the shelter of West Germany’s aircover.  A successful G2 Novgorod is well worth these costs, but unfortunately you have to take the risk first without any assurance there’ll be a payoff - and there’ll probably won’t be against a seasoned player.  It’s more of a gimmick move - very fun if you can pull it off.

      P.S.  I mentioned earlier you should take Normandy.  Usually I’m all for throwing everything into France.  But if G2 Novgorod doesn’t pan out, you’re going to want to use your planes to attack the rest of the British fleet, which might be amassed in 109 under cover of up to 6 scrambling fighters and might be as large as 1 des/2 cru/1 damaged bat, which you don’t want repaired.  Normally, you’d be able to land everything in Brussels, but if you’ve got aircraft in Poland and Norway, you won’t have enough to protect Brussels from a UK1 attack, not even with 3AA guns.  Which is why taking Normandy is crucial.

    • BluGermanB

      Incomplete Global Game

      Axis & Allies Global 1940
      • • • BluGerman
      7
      0
      Votes
      7
      Posts
      1.4k
      Views

      C

      FYI Adobe Lightroom will compress the pics but still keep best possible resolution. There are other tools but this one is straightforward to use and the full version is free for 30 days. I’m a creative photographer and use it all the time.

      To change picture size - import pics first. Then select pics to change, click Export (bottom left corner) and under File Settings / Limit File Size To, put in the size you want. You can also clean up the white balance and tone to take out that yellow tint.

    • BluGermanB

      Americas fleet attacks Germany

      Axis & Allies Global 1940
      • • • BluGerman
      24
      0
      Votes
      24
      Posts
      3.0k
      Views

      G

      Any time
      Always fun to think and talk about A&A strategy, and tell others about what’s been learned from experience
      Happy gaming to you and your buddies

    • 1 / 1