I’d like to check it out
Posts made by bolter
RE: Favorite nations
Japan for sure!
It’s the one country with the most freedom of action. Japan is proactive, not reactive. Only USSR and UK can attack Japan with inpunity on T1, and neither of these attacks will force Japan’s hand; so long as it’s being played by a competent commander.
RE: They are making a new axis based computer game
They’re going to mix A&A with an RTS engine?! Hmmmm……we’ll see how it turns out.
If you’re looking forward to playing a WW2 RTS game, check out:
I didn’t like Sudden Strike, and I thought that RTS wasn’t for the WW2 genre, but this game changed my mind. It reminds me a lot of Panzer General II, but with rad graphics.
RE: Various Transport Questions
just a personal question…
Are you a heavy drinker?
With that nick and close
it justs looks that way.
ROFL! that’s a good one!
Cheers! is not an exhortation to drink, it’s so people in the boards cheer-up.
I play online WW2 flight sims like Aces High and WW2OL. People really need to cheer-up on those boards
Incidently, I got my nickname while doing carrier trials for an Aces High naval squadron. I couldn’t catch the wire when landing, and that’s what the Navy calls a bolter…it stuck.
With that said…Cheers!
RE: Russian immunity
Not sure about the original PC game, but Iron Blitz sure has it.
You can set Russia Restricted from the preferences. There, you can also adjust the initial income of countries, so it’s easy to give Germany extra IPCs on the first turn.
In my experience though, you don’t need RR or extra IPCs when playing against the computer. The AI simply sux0rz.
For multiplayer, just chat away and figure out what the German player gets.
RE: Various Transport Questions
Read a bit further. Page 9, right column, second bullet:
“the USSR player places the Karelia SSR naval units in the sea zone north of Karelia, not in the baltic sea zone”
edit this is for initial placement only. You can place any purchased russian naval unist in the baltic sea.
RE: Various Transport Questions
Naval combat is resolved before land combat, so no, you’re not moving the transport after combat. You’re resolving naval combat before ground combat. So long as you moved the transport to the sea zone before rolling any die, you’re fine. Note: any units that participated in naval combat, cannot participate on the land phase of the battle. So, if your battleship(s) did naval combat, they don’t get supporting shot(s). Same goes for planes. If they did combat over the water, they cannot participate on the amphibious assault, as they’d need to “combat move” onto land, and they already did combat.
On the manual, under placing units, there is a whole section with notes on placement. There, it specifies that the russian navy goes on the sea zone north of Karelia. It says more than just that. Find the section, and read it. It clears out a lot of confusion.
Any movement that results in combat, like an amphibious assault, is a legal combat move. The transport doesn’t have to do combat, so long as its cargo does. Note, taking an undefended enemy territory IS a combat movement.
Regardless of legalese about moves, transports end their move once they unload. So, no, you cannot bridge and get more cargo because you didn’t “expend” a move. The transport is done as soon as it unloads. This also means, that you cannot unload at different territories, even if you have the range. Once you unload anything, you’re done.
Iron blitz multiplayer games
I used to be able to play Iron Blitz multiplayer games over TCP/IP without any problems.
Ever since I installed a router/firewall on my computer, I haven’t been able to host games. I can still join, though.
Does anyone know which port(s) does the game require to be open in order to host a game. I have poured all over the manual for A&A:IB, but it doesn’t say anywhere.
Thanx for any help.
RE: Computer version
don’t even buy the game, it’s a cheapo piece of crap. It arbitrairly shuts off, magically deletes units, and on top of that, and even on the hardest AI setting you may be better off playing a sped
This is true for the regular version “Axis and Allies”…it goes for about 10-12 bucks at amazon. The original release was indeed bugged severely.
What you want to get, is the “Axis and Allies: Iron Blitz” version. It runs like butter, looks great, and allows you to customize the map/units, as well as giving you many scenarios. They range from starting in 1939, to one of the Allied powers powers being neutral (US or Russia), to Russia and occupied Germany as Axis and Japan as Allied…great stuff.
While the AI is not brilliant, it does move sensibly and makes few strategic blunders. Besides, if it is too easy, you give them more units to start. All-in-all, a great game.
The price reflects this. It auctions at Ebay for anywhere from 40 to an insane 160 bucks.
RE: Ultimate Axis strategy
This is because not only does the fighter hit 2 out of 3 times, but it has a lot of infantry cannon fodder to protect it. It may not halt a german offensive, but it will gash it’s wrists and let it bleed for a good long time, making Karelia really vulnerable to a Russian counter attack.
Very true. It does play out that way sometimes. I do feel, however, that the risk is worth it. Two out of three times I’ll have enough to withstand the counter-attack at Karelia. If I don’t, oh well…it is a team effort after all. The Russians will be in worst shape than Germany, so let the Japs take it, I’m not particular. So long as Russia falls by T4-5, then it’s all good.
I’m not disagreeing with your preference. I have won many a map without going all-out. It’s just that, after playing dozens of games as Germany, this is the strategy that wins me the most maps. I simply don’t like to dance to the Allies tune…build-up.
RE: Ultimate Axis strategy
I used to use that strategy quite some time, but perhaps the main weakness is when I attack Karelia on G2 or later, my friends playing as England have put several fighters and infantry there, basically screwing over any such attack.
If you have a naval unit in GB sea zone at the end of G1, the Allies cannot reinforce ground troops to Karelia. If they chose to expend 1-3 of their precious fighters, the only true defence of GB, then they will die on the ground as you roll into Karelia. That would only make GB weak, as they only have like 5 ground units on the island. Remember, there is a CV getting ready to completely lock down GB sea zone, thus blocking reinforcements of both GB and Russia, and withing striking distance of any convoy headed for Algeria.
Reinforcements are just a fear, nothing more. All the allies can do is either build bombers & hope for a 6/6 on a tech roll, or build a US fleet in the Atlantic. That leaves Japan free to harvest ipc, and pour troops into Asia.
RE: Ultimate Axis strategy
Knocking Russia out of the war is the main focus of the German campaign. How could you argue with the starting 90 Allied IPC Vs 57 Axis IPC? Your only hope of staying in the war, as Axis, is to use your superior forces before the eventual build-up tests your nerve.
With that said, I’ve seen far too many german players cringe in horror as the die go terribly wrong. Because of that fact, I wait till G2 to strike Kerelia. G1 sets the stage for that.
I’m new to these boards, but the little I’ve read seems to agree on an Allied superiority. I think the Allied have an IPC advantage only, and that the early game is entirely Axis.
The only thing that the Axis need for a resounding victory is nerve.
Doing what you must do, will see all those lovingly assembled stacks destroyed. Those, and so many more. It is essential that the Axis use what they have early, as you have no chance of winning the build-up.
Assuming Eastern Europe is not attacked, then
G1: Purchase 1 CV ( 18 ), 2 armor (10) and 1 inf (3). You get 1 IPC back.
1. Amphibious assault at Egipt. Attack the Sub with your bomber and the Ukraine fighter (fighter only if Ukraine German at G1). Transport loads 2 inf at S Europe, moves to Sub’s sea zone, and unloads when sub is dead or retreated. 2 inf + 1 tank from from Libya plus 1 fighter from from E Europe to Egipt. Note, the BB at S Europe stays to protect the CV from brit bomber (gibraltar landing possible)
2. Sink the BB at Gibraltar. Sneak attack with atlantic sub. Fly one fighter from Finland. Retreat fighter to algeria if sub lost.
3. Sneak attack brit BB and trans with Germany’s sub. Add Germany and W Europe fighter, as well as Germany’s transport.
What can I say, you’ve done this before. If you had the nerve and mediocre luck you took Egipt, and destroyed the fleet at GB, you boght yourself a bread basket, and strangled the Atlantic.
If the Gibraltar BB made it…that’s what the carrier and your BB are for. That, and the indiscriminate sinking of Allied navy in the Atlantic
a. if the brit sub retreated across the cannal, he can no longer pass through it, as you own half.
b. it is critical that a naval unit remains at the GB sea zone. It blocks naval passage for one turn, and thus, allied reinforcement of Russia.
Non combat movement
1. Egipt bomber lands at Algeria. Gibraltar fighter lands at Algeria. Inf there stays and looks west
2. All surviving fighters land at EE.
3. Move all Germany’s inf into EE.
4. Ukraine’s 2 armor to EE.
5. W Europe’s 2 armor to Germany
6. Unless you need the tank in S Europe, leave it for Africa.
34 IPC minus any loss in Russia.
CV in S Europe, Inf and tanks in Germany.
Note: at least 2 fighters are needed to meet with the Axis fleet at either Gibraltar or Atlantic sea zones (Brit BB Variant)
If fortune was with you, then you were not attacked at EE on R1 and you succeded at your goals with at least two fighters, and a transport left at GB sea zone.
If it wasn’t, then you were attacked at EE, failed to blockade the GB sea zone.
You can deal with the EE penetration, and the navy on G2.
Either way, you’re very much in the game, and have a few ipc strewn on the way to the Caucassus.
J1…Pacific fleet dies, W USA blockaded from pearl (could die at U1, but you never know…) bridging comences at Manchuria.
T2 & T3 may be excruciatingly painfull for the Axis, but pay the price and you will be in Moscow by G3-4.
Need advise on house rule, and potential unbalancing.
My friends and I have all three games, and an extra A&A, between us. To a man, we dislike the expansion maps. We do, however, love some of the expansion features, so we’re trying to incorporate as many as we can into the classic A&A map.
So far, we’ve introduced the sub/destroyer, two hit BB & IPC raid (Dfigters @ 2, Afighters @1) rules. They have been working great, and the old map is getting to be great fun once again.
We have our eye on two potentially destabilizing rules, but we don’t want the balance of power to radically shift.
- CAP flights. There is a potential in this rule to allow the Brits to “lock down” the GB sea zone at B1. If the british player sends his/her three fighters on CAP at B1, that would give three strong defensive rolls at four to any fleet there. That would tie-up far too many resources from early Germany, as it is most unwise to allow a bridging fleet to exist in the sea zone that early in the game.
Has anyone used the CAP rules on the clasic map? If so, how did it play out?
- half-tracks (new unit.)
Phisicaly: A tank from the classic A&A minus it’s turret (chop, chop)
Cost: 8 IPC
Range: 1 or 2 *
Cargo: 1 inf and/or 1 art
How it fights: Attck 0, Def 1 (can be lost as fodder)
How it moves: It can move 1 space in the attack or 2 spaces in non-combat. It can be transported by sea either empty or loaded with 1 inf only.
Spelled-out: you cannot blitz with it, and you cannot tow an arti piece while traveling by sea.
In order to make away with the huge stacks of chips that, eventually & unavoidably, plow into eachother, we’d like to introduce a land transport unit. The reasoning behind is that a smaller force of combined arms will be far more flexible, yet still pack a punch. This way, the players are not locked into playing the same old way, hoping for diferent rolls this time. While initial deployment remains, opening moves and subsequent strategies, become stale.
We have been playing the game for years, and are well aware of the different strategies available to us. You can stack the dice in your favor, but it remains a dice game, and catastrophy can strike whenever handfulls of die are being rolled.
As you can see, the unit is specifically designed to allow inf and arti to keep-up with armor. At a hefty chunk of change, I doubt you’d see large stacks of it unbalancing the game, but I’m sure that someone can figure out an exploit.
Can you see any glaring problems that may arise from introducing this unit? If so, which? Also, how many crowns should be allowed for this type of unit?