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    Dargoon

    @Dargoon

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    Latest posts made by Dargoon

    • RE: Manila deleted from being a victory city

      @Admiral:

      Vladivostok?

      Any reason why, Dargoon?

      Vladivostok was actually important to the Soviet Union during the war, a lot of supplies and equipment was produced there and shipped to the German front. Its port was a direct link to the “Western USA”. If Japan would have captured it, it would have given the German much needed help against the Soviets. Plus, it would have been great to see if Japan would have declared war on the Soviets to take Vladivostok with its port and minor IC before attacking the US…

      posted in Axis & Allies Europe 1940
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      Dargoon
    • RE: Manila deleted from being a victory city

      @questioneer:

      Is there a CapeTown, SAfrica VC???

      19 VCs seems like a strange number to choose- you’d figure there would be 20.

      Sure he (Larry) didn’t forget another???

      Before P40 came out, I was hoping to see Vladivostok included as a victory city. I do agree that 19 is a bit weird. I sincerely hope that Amur will get an AA Gun, airbase, naval base and minor IC.

      Just checked the map, Amur is worth only 1 IPC, it can’t have a minor IC… :-(

      posted in Axis & Allies Europe 1940
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      Dargoon
    • RE: The Fall of India; or How I Learned to Stop Worrying and Love the Bomb

      I stand corrected, but now I am left wondering if this is a new rule added only to P40 or was it a rule added to other A&A games because I have been playing these games for over 22 years now and I never saw that rule before…

      posted in Axis & Allies Pacific 1940
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      Dargoon
    • RE: The Fall of India; or How I Learned to Stop Worrying and Love the Bomb

      Page 20: phase 5: Mobilize New Units: You can never use an IC owned by a friendly power.

      Page 22: Industrial Complexes: (first sentence, last paragraph) You cannot place new units at an IC owned by a friendly power. Even if you liberate a territory with an IC in it, you cannot use the complex: the original controller can use it on his or her next turn. If you capture it, you can use it on your next turn.

      LIBERATING Hong Kong does not give you control of the territory. It gives it back to the UK. The US can never build units in Hong Kong.

      posted in Axis & Allies Pacific 1940
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      Dargoon
    • RE: India - The biggest mistake in the game.

      @Admiral:

      You know, thats not a bad idea.

      Has anyone ever tried implementing the old Japanese victory point system in the newer Pacific 1940?

      It can’t be done, not with the current unit setup anyway. Way too many Jap units on the board. The problem with P40 is that in this game Japan can effectively… dominate the Allies. Something that was highly improbable in real life. In WWII, Japan had a hard time advancing in China, very little hope of taking Calcutta and absolutely no chance of taking the US. Yet in this game, Japan can easily crush India and China…

      posted in Axis & Allies Pacific 1940
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      Dargoon
    • RE: The Fall of India; or How I Learned to Stop Worrying and Love the Bomb

      Unless, misread something, what you are suggesting is for the US to mobilize an IC in Hong Kong. You can’t do that, US forces will liberate the territory, not capture it. Its a British territory. The only territory that the US can capture and mobilize a new major industrial complex is Korea.

      posted in Axis & Allies Pacific 1940
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      Dargoon
    • RE: India - The biggest mistake in the game.

      @dakgoalie38:

      India was horribly designed in this Axis and Allies.  In both historical accuracy and playability.  Let’s start first with historical accuracy.  India was known as the Crown Jewel of the British Empire.  It conducted much trade, and thus gave the British Empire a large income.  This is not represented whatsoever on the game board.  India is left at a value of three IPCs.  That’s not even a third of the ten IPCs that Australia, a much less economically important British colony, is worth in this game.

      Secondly, playability.  If Japan takes all of India’s territories, India is reduced to an income of three IPCs per turn.  That’s a single infantry per turn, which can in no way compete with the 6-10 total units Japan will be sending into the area each turn.  And that’s not taking into account the fact that just a sub and a destroyer will reduce India’s income to zero, so India will be forever doomed to get defeated by even a somewhat small Japanese force in almost every game.

      Let’s go back to history now.  Is it really possible that India would stop recruiting men to fight the Japanese because of a small blockade off the coast?  India is the second most populous country in the world, and was not willing to give up to the Japanese easily.  Sure, the Hindus may have been protesting British rule, but they weren’t exactly ready to submit to Japan.  Then there’s the vast Muslim population, who more willingly fought for the British due to the fact that the British rule kept democracy out of India, which the Muslims feared would lead to Hindu domination of the government and thus the persecution of Muslims.

      For these reasons, the territory of India in my opinion should be worth at least twelve IPCs.  I would argue that it should be divided into East India and North India, with East India containing Calcutta and the factory, AA gun, port, and airbase, and worth eight IPCs.  North India would have no sea border, and only border East India and the Himalayas, and would be worth six IPCs, meaning that India could continue to produce at least two infantry per turn even in case of a full Japanese blockade.  This would help balance the game, which many say is unbalanced, by reducing the success rate of the India crush, thus possibly causing Japan to lead a more balanced approach by attacking Australia and China more evenly to gain IPCs to attack India with.  A fourteen IPC India would also be much more historical, more realistically representing the size of the Indian economy.

      While I am at it, I’ll also say that Major ICs should be in a territories with a value of five minimum.  Three minimum is way too low by allowing mass production of units in relatively minor territories.

      Anyway though, what do you think?  Would this tip the scales too much in favor of the allies?  Maybe the Japanese home isle should get an IPC boost as well.

      I agree with you dakgoalie38, Japan was horrobly represented in P40. The goal of the game for Japan should have been to see how long they could hold-off the Allies, not how they could dominate them. Something more along the line of after the tenth turn, if Japan still holds 2 or more vc, Japan wins. The amount of air power they start with is just plain dumb. India and China were not easily pushed over, they were tough has hell and they made the Japs fight for every inch of territory they were trying to take. But more importantly, Japan’s biggest problem was logistical. They had a hard time expanding beyond the islands of the pacific and the shores of Asia. The terrain was rough and vehicles like tanks could not manoeuver well. All tanks and mechanized infantry should have there movement reduced to 1 on the pacific board. Furthermore, Japan could not produce units on the mainland. The only factories they had was in Manchuria and they were only producing supplies for the war effort. And you are also right about ICs. No one should be able to buy new ones. What you start with is what you get.

      Sorry about this, just venting some frustration…

      posted in Axis & Allies Pacific 1940
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      Dargoon
    • RE: UK starts w/4 IC's in the global game (2 of them are capitals)

      @WILD:

      I like it, the Anz/US will have to come to India’s aid to keep UK ipc’s flowing in the Pacific.  You may need to make tough choices as UK. Do you bring in reinf from N Africa (Egypt, Mid East), or S Africa, knowing you’ll be weaker against Italy. These are choices you don’t have in Pac 40.

      The fact that if there is a successful sea lion, India (UK) can still fight on w/Pac ipc’s is a step in the right direction IMO. You will have other options for the UK fleet based in India too, unless there’s a J1 attack. The only thing that will be kinda weird is that the ipc’s from the west 1/2 of India (on the Euro map) will be awarded to the English IC (London), but they had to draw the line somewhere!

      Maybe not, maybe “Western India” will be worth only 1 IPC. If that is the case, that 1 IPC should go to India and the 1 IPC from British Columbia (Canada) should go to the United Kingdom. That would make a lot more sense, to me anyway  :-D.

      posted in Axis & Allies Europe 1940
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      Dargoon
    • RE: Turn Order?

      @johnnymarr:

      BTW, this site is awesome!

      i agree and welcome!

      Thank you for the welcome Johnny.

      Brain Damaged, I’m curious, why do you want Italy to play next to the Soviet Union? Is it because you would prefer to see Italy take a shot at Africa before the UK has a chance to prepare?

      Tralis, I don’t think its too late, I mean Europe 40 is not out yet and the rules for the global game have probably not been printed yet either. But if it is, there are always house rules. I just find it weird that Japan can just take out China without much of a fight. Japan has tons of aircrafts to support their infantry and China starts with no AA Guns…

      posted in Axis & Allies Europe 1940
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      Dargoon
    • RE: Turn Order?

      @Andy_Dandy:

      The turn order for the global game is official, Larry gave it to us in his forum. I guess it was something like this: Germany, Russia, Japan, UK, Italy, China, Anzac, USA, France. At least it was the same as the anniversery edt, but with Anzac and France in there, and China with it’s own turn. I’m not 100% on the order between Anzac, USA, France, but they are last.

      Edit: I found the correct list from Larry himself, I had some mistakes:

      1. Germany
      2. Soviet Union
      3. Japan
      4. United Kingdom
      5. ANZAC
      6. Italy
      7. United States
      8. China
      and 9. France.

      Hi everyone, first time poster, long time reader. I’d like to jump in and share my thoughts on how the turn order should be.

      First I’m glad Germany will start the show, with that said I think its not a good move to have China go after Japan for the simple reason that Japan could never steamrolled China during WWII. I say let China play before Japan to let them mobilize a few more infantry units before Japan moves in. Much more accurate and much more fun for the Chinese player.

      Here is what I’d like the turn order to be:

      1. Germany (Axis)
      2. Soviet Union (Allied)
      3. China (Allied)

      4. Japan (Axis)
      5. United Kingdom (Allied)
      6. ANZAC (Allied)

      7. Italy (Axis)
      8. United States (Allies)
      9. France (Allied)

      1 Axis followed by 2 Allies, simple and fun for everyone…

      BTW, this site is awesome!

      posted in Axis & Allies Europe 1940
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      Dargoon