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    randy vandyke

    @crockett36

    '22 '19 '18

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    Location seabrook, nh

    crockett36 Unfollow Follow
    '22 '19 '18

    Best posts made by crockett36

    • RE: Introduce or Re-Introduce Yourself (Jan. 2019)

      Randy from ipswich, Ma, 49. About to move to Seabrook, NH after 25 years in Ma. I work for UPS as a delivery driver. I am married to my wife Sherrie and have seven children by her. My oldest is bvandyke on this forum, and my third son is the infamous hurricane known as dessertfox. I’ve been playing A&A since high school and have been on again, off again with it. Most of my games have been classic. Anniversary saw an uptick in my play time. When I turned 40, I had the pleasure of having Larry come to my birthday party. I’ve been playtesting with him since, especially with War Room and his latest.

      Grasshoppers tourney actually was the catalyst for my deep dive into global. I have a Youtube channel under the nom de plum crockett36. I am a tinkerer. Nearly every game we are adding something like multinational attack for the allies or paratroopers.

      posted in Welcome
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      crockett36
    • RE: We need an allied playbook.

      United States Playbook

      We do not play chess. The sides do not start off equal, and by the end of the first turn and even into the second, the ability of the Axis to destroy units within close proximity is enormous. The Allied situation is dire from the start and gets worse. Most games played online, even with bids, end with Axis victory.

      Therefore the principles that guide this Allied US strategy playbook are:

      1. to preserve the Allied starting units
      2. to give ground where it is hopeless or prudent
      3. to determine the place of the battle when possible

      The options we have are many and dependent. On the other hand they are not entirely reactionary. The strategic defensive objectives remain the same. We must save London, the Atlantic, Moscow, Egypt, India, and the Pacific. In that order in my view.

      The strategic offensive objectives are perhaps a little different than the Axis powers. Whereas they are going for either early London, Middle Moscow, middle or late London and an economy that is at parity with the United States at war, the Allies are generally not going to take Berlin or Tokyo or even Rome. Rather the Allies are going for a radical dashing of the economic ambitions of the Axis and a capitulation. Keeping the Germans contained on the Russian front to the gates of Moscow and no further, kicking the Italians out of Africa and keeping them out of the Middle East, containing the Japanese to a fight for China and southeast Asia should give the edge to the Allies.

      Accomplishing the suppression of Axis ambitions is achieved in two ways: and his ability to make war. The former is obvious, the latter may not be. Destroying an enemy’s ability to make war boils down to economics. Economics in this game is represented on the board by the cash values of the territories and the convoy zones on the map. In order to reduce your opponent’s income, you can do one of three things: take possession of his territory, disrupt his convoys, strategically bomb his factories. Conversely, it means not losing your own territories to the aggressors. These factors determine our strategic offensive objectives.

      Destroying an enemy’s ability to make war by disrupting his convoys can be a devastating strategy. In fact in several sea zones on the map, it is catastrophic if done in numbers. Parking your navies in the Sea of Japan and in sea zone 97 to the east of Rome are prime examples of this endgame tactic.

      Likewise, two strategic bombers will shut down minor factories and cost the enemy double to restore them to full capacity. Five bombers will almost guarantee shutting down a major factory. Losses will be high and costly to the ally who pursues this course of action but worth it. Be aware that Germany has two major factories so he can ignore the loss of one of them. Also be aware that German itself cannot be reached from London. A point in Scandinavia or Russia must be secured or maintained in order to thoroughly execute this strategy against the Huns.

      In the East, you must get very close to the Island of Japan in order to bomb her. Iwo Jima or the Soviet Far East seem the best candidates. Some have even suggested Korea. Allied planes and tactical fighters can reinforcement Korea from Hawaii if the Soviets were to capture it. A strategy that keeps Russian troops on the east coast of Russia must be used in coordination with these plans.

      Be careful of the kamikazes. You can non-combat move into a K-zone without triggering their wrath. An attack on a navy in Sz 6 with subs and air will not provoke Kamikazes.

      Having discussed how to destroy the enemies ability to make war, we move on to how to eliminate the units on the board. How to do this with the resources on the board and the limited time before a catastrophe like the fall of London or Moscow or Bombay occurs is the crux of the game. Historically it was agreed upon by the Allies that stopping Germany took primacy over stopping Japan. Victor Davis Hanson says that for all that kind of talk, a bifurcation developed that the West Coast produce goods for the Pacific war and the East Coast produce goods for the European theatre. Unfortunately, for playability’s sake, the US economy is not correctly represented. When you read VDH, there is a common refrain, “America produced more of … than all of the other combatants combined.” Obviously this is not our situation.

      Therefore kill Japan first strategy or kill Germany first strategies have been developed. I prefer the KGF strategy, and it was the agreed upon Allied strategy historically. The big question is can I pop Germany’s balloon before Japan’s expands beyond control. This question has validity. However, mathmatically it is nonsensical. If Japan’s economy grows to 70 or 80, it would still be dwarfed by the combined Allied income that would result from the shrivelling of the German Reich.

      In light of these encouraging thoughts, let’s look at KJF strategies. I have mentioned bombing Japan from either Iwo Jima or Soviet Far East. This can be done in two ways. Russian troops can move to SFE and be reinforced with American fighers and troops. That could be done very early in the game, even T1, assuming a J1 attack. Alternatively, the Russians could be gathered in Sahka on T1 and a subsequent move to SFE could be arranged by T3 with impressive results.

      Alternatively, an Iwo Jima assault would need to be a tour de force. It might take 2 or 3 rounds of navy and air builds before you could attempt it. If one takes the same meat grinder approach as seen on the Eastern front, US waves of ships cannot help but overcome the Japanese. You must be willing to bleed. A substantial number of subs in your fleet can directly impact the enemy’s capital ships. Bombers can be used against the fleet and turn around and impact the struggle for Eurasian.

      posted in Axis & Allies Global 1940
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      crockett36
    • RE: Advice to Renegade! What is on your top 10 for adjustments to G40 3rd edition?

      @black_elk said in Advice to Renegade! What is on your top 10 for adjustments to G40 3rd edition?:

      So the Q was for Global 3rd Ed, but while we’re at it… I just got 3 to add

      1. A legacy version of the base game (midscale board), that is simply called “Axis and Allies” ie don’t include a start date year or an edition number in the name for that one. It should present as the basic starter set. Provide unit set ups for a couple dates like AA50 did, but do that in the manual instead. The idea being that it’s easier to re-print or revise or download material for unit set ups in a manual than on cards/boxes. So you could do 1942 as the default, but also 1941 or 1943 say, just by referencing a page in the rulebook.

      2. Axis and Allies Global - Sell it as a single complete game, rather than 2 separate theater games. For packaging maybe have 1 box be for the maps the cards and all the paper stuff, and then have units sold separately? I think the players that are most interested in the more advanced game just want G40, rather than Europe and Pacific 1940. By selling the sculpts separately there is less need to divide the boards by theater, and then it can build on the starter unit set included with the base “Axis and Allies” game mentioned above.

      3. Include a small Art book/History of the Axis and Allies game and it’s creator, including the images from all the cover boxes and such. Legacy style! I just think that would be a nice touch and cool to see.

      THIS! THIS! HERE DEVELOPERS! READ ABOVE! This is gold! If you read this upvote this. I will be reading this on my channel. Good to hear from you BE!

      posted in House Rules
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      crockett36
    • Interview with the 2021 OOB champion: AndrewAAgamer

      https://youtu.be/G4yYjYsAIHc

      posted in Axis & Allies Global 1940
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      crockett36
    • RE: Grand Plans, 3rd Edition?

      black elk,

      can I read your post on my youtube channel? important stuff that might percolate throughout the community. Thanks.

      crockett36

      PS argothair, I posted your russian strat from allied playbook on my channel. thanks.

      posted in Axis & Allies 1942 Online
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      crockett36
    • RE: We need an allied playbook.

      Thanks Guam Solo! I am going to read the thing on Youtube today and hope to get to the British strategy as soon as I get a new laptop. I find England to be the most challenging of the Allies because they have to do so much with so little. Really cool that the game imitates history so well. Egypt is the key. I have that from a very high source!

      posted in Axis & Allies Global 1940
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      crockett36
    • RE: Announcing Axis & Allies Online

      Can’t wait to see your version the game!

      posted in Blogs
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      crockett36
    • RE: Post League Game Results Here

      @martin said in Post League Game Results Here:

      My personal statistics are: The Allies win when the others are playing them, and they are losing when I play them, LOL

      SAME! But it s fun to play in the big leagues.

      posted in League
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      crockett36
    • RE: G40 Variable start to turn order: Opening roll

      What about cross pollination with War room: Bidding for turn order. Simultaneous resolution?

      posted in House Rules
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      crockett36
    • RE: Grand Plans, 3rd Edition?

      Do you all think the splintering of the community is a problem? Some of it is natural, boredom, something new. Some is hopelessness caused by imbalance. And there is no house rule that will ever gain the acceptance of the community like a LH sanctioned version.

      I would want him to give us a handicapping system built into every new release, like all of those optional rules in the back of revised. The benefit would not only be to scale the community and create competition where there is a great disparity of skill and experience, but it would automatically account for unanticipated imbalances in the product.

      Myself, I don’t like the bid. I like the idea of Russian infantry as the equalizer. The best part about using ivans is that they can be used in almost all of the iterations of our beloved franchise.

      I’ve also mentioned on my YouTube channel a way to customize the game by recreating the phony war period. If g40 begins in May 1940, what about starting 6 months earlier, giving many of the participants a non-combat move and an extra build. This what I call owning the game.

      I also would like it if WoC would transition from the outdated idea of a single big get when you buy the game to putting out mods, packs, maps, sculps (like French) etc so that the buying public can get the official LH version if they so desire. Which is exactly how they make so much off of magic and dnd? Nickels and dimes.

      posted in Axis & Allies 1942 Online
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      crockett36

    Latest posts made by crockett36

    • RE: ABH and Chrocket36, A+130

      @arthur-bomber-harris okay. thanks for the games.

      posted in Play Boardgames
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      crockett36
    • RE: L23 Crockett (L+38) vs Myygames (X) OOB

      @crockett36 attack on 97.tsvg

      posted in League
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      crockett36
    • RE: L23 Crockett (L+38) vs Myygames (X) OOB

      hey, i would like to edit the us fleet into 92. would you like to scramble?

      posted in League
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      crockett36
    • RE: L23 Crockett (L+38) vs Myygames (X) OOB

      3.27.23.1201.tsvg

      posted in League
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      crockett36
    • RE: L23 Crockett (L+38) vs Myygames (X) OOB

      3.27.23.12.tsvg

      posted in League
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      crockett36
    • RE: L23 Crockett (L+38) vs Myygames (X) OOB

      Game History

      Round: 5
      
          Purchase Units - Americans
              Americans buy 4 bombers and 3 submarines; Remaining resources: 5 PUs; 
      
          Combat Move - Americans
              1 submarine moved from 23 Sea Zone to 6 Sea Zone
                    Americans take 17 Sea Zone from Japanese
              1 submarine moved from 16 Sea Zone to 6 Sea Zone
              1 submarine moved from 25 Sea Zone to 6 Sea Zone
              3 submarines moved from 31 Sea Zone to 6 Sea Zone
              1 tactical_bomber moved from Wake Island to 6 Sea Zone
              4 fighters moved from 31 Sea Zone to 6 Sea Zone
              1 fighter moved from Wake Island to 6 Sea Zone
              1 fighter moved from Wake Island to 6 Sea Zone
              1 fighter moved from Western United States to 6 Sea Zone
              2 transports moved from 91 Sea Zone to 101 Sea Zone
              2 infantry moved from Western United States to Central United States
              1 mech_infantry moved from Western United States to Central United States
              1 armour and 1 infantry moved from Morocco to Algeria
                    Americans take Algeria from Italians
              1 submarine moved from 91 Sea Zone to 96 Sea Zone
      
          Combat - Americans
              Battle in 6 Sea Zone
                  Americans attack with 7 fighters, 6 submarines and 1 tactical_bomber
                  Japanese defend with 1 destroyer
                      Americans roll dice for 6 submarines in 6 Sea Zone, round 2 : 2/6 hits, 2.00 expected hits
                      Japanese roll dice for 1 destroyer in 6 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits
                      1 destroyer owned by the Japanese lost in 6 Sea Zone
                  Americans win, taking 6 Sea Zone from Japanese with 7 fighters, 6 submarines and 1 tactical_bomber remaining. Battle score for attacker is 8
                  Casualties for Japanese: 1 destroyer
      
          Non Combat Move - Americans
              3 fighters and 1 tactical_bomber moved from 6 Sea Zone to 7 Sea Zone
              1 battleship, 2 carriers, 2 cruisers and 2 destroyers moved from 31 Sea Zone to 6 Sea Zone
              2 infantry and 1 transport moved from 31 Sea Zone to 7 Sea Zone
              2 carriers, 1 destroyer and 5 submarines moved from 10 Sea Zone to 7 Sea Zone
              1 bomber moved from United Kingdom to Novgorod
              1 fighter moved from 91 Sea Zone to Gibraltar
      
          Place Units - Americans
              3 submarines placed in 1 Sea Zone
              4 bombers placed in Western United States
      
          Turn Complete - Americans
              Americans collect 52 PUs; end with 57 PUs
              Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 67 PUs
              Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 72 PUs
              Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 77 PUs
      

      Combat Hit Differential Summary :

      Americans regular : 0.00
      Japanese regular : -0.33[3.27.23.12.tsvg](/forums/assets/uploads/files/1679975602236-3.27.23.12.tsvg)
      
      posted in League
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      crockett36
    • RE: The Good Captain vs crockett36

      3.25.23.5.tsvg

      Game History

      Round: 3
      
          Purchase Units - Russians
              Russians buy 8 infantry; Remaining resources: 1 PUs; 
      
          Combat Move - Russians
              1 transport moved from East Canada Sea Zone to North Sea Zone
              1 submarine moved from Carribean Sea Zone to Mexico Sea Zone
              1 infantry moved from Novosibirsk to Yakut S.S.R.
              1 armour moved from Novosibirsk to Yakut S.S.R.
              1 infantry moved from Novosibirsk to Sinkiang
              1 armour moved from Novosibirsk to Sinkiang
              1 infantry moved from Novosibirsk to Sinkiang
              2 armour moved from Novosibirsk to Kazakh S.S.R.
              1 infantry moved from Novosibirsk to Sinkiang
              1 infantry moved from Novosibirsk to Yakut S.S.R.
      
          Combat - Russians
              Battle in Yakut S.S.R.
                  Russians attack with 1 armour and 2 infantry
                  Japanese defend with 1 infantry
                      Russians roll dice for 1 armour and 2 infantry in Yakut S.S.R., round 2 : 0/3 hits, 0.83 expected hits
                      Japanese roll dice for 1 infantry in Yakut S.S.R., round 2 : 0/1 hits, 0.33 expected hits
                      Russians roll dice for 1 armour and 2 infantry in Yakut S.S.R., round 3 : 1/3 hits, 0.83 expected hits
                      Japanese roll dice for 1 infantry in Yakut S.S.R., round 3 : 0/1 hits, 0.33 expected hits
                      1 infantry owned by the Japanese lost in Yakut S.S.R.
                  Russians win, taking Yakut S.S.R. from Japanese with 1 armour and 2 infantry remaining. Battle score for attacker is 3
                  Casualties for Japanese: 1 infantry
              Battle in Sinkiang
                  Russians attack with 1 armour and 3 infantry
                  Japanese defend with 2 infantry
                      Russians roll dice for 1 armour and 3 infantry in Sinkiang, round 2 : 0/4 hits, 1.00 expected hits
                      Japanese roll dice for 2 infantry in Sinkiang, round 2 : 2/2 hits, 0.67 expected hits
                      2 infantry owned by the Russians lost in Sinkiang
                      Russians roll dice for 1 armour and 1 infantry in Sinkiang, round 3 : 0/2 hits, 0.67 expected hits
                      Japanese roll dice for 2 infantry in Sinkiang, round 3 : 0/2 hits, 0.67 expected hits
                      Russians roll dice for 1 armour and 1 infantry in Sinkiang, round 4 : 2/2 hits, 0.67 expected hits
                      Japanese roll dice for 2 infantry in Sinkiang, round 4 : 0/2 hits, 0.67 expected hits
                      2 infantry owned by the Japanese lost in Sinkiang
                  Russians win, taking Sinkiang from Japanese with 1 armour and 1 infantry remaining. Battle score for attacker is 0
                  Casualties for Russians: 2 infantry
                  Casualties for Japanese: 2 infantry
      
          Non Combat Move - Russians
      
          Place Units - Russians
              4 infantry placed in Russia
              4 infantry placed in Karelia S.S.R.
      
          Turn Complete - Russians
              Russians collect 22 PUs; end with 23 PUs
      

      Combat Hit Differential Summary :

      Japanese regular : -0.67
      Russians regular : -1.00
      
      posted in Play Boardgames
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      crockett36
    • RE: ABH and Chrocket36, A+130

      @crockett36 …doesn’t effect turn 1….

      posted in Play Boardgames
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      crockett36
    • RE: kwaspek104 vs crockett classic 1.3

      hey is everything okay?

      posted in League
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      crockett36
    • RE: crockett36 no bid vs dawgoneit Axis oob

      3.25.23.10.tsvg

      posted in League
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      crockett36