Oh i’m not saying no money should be put there. I’m saying the bare minimum. Enough to keep Hawaii, and Sydney for american.
Posts made by DessertFox599
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RE: Victory Conditions
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RE: Any News?
They posted screenshots of the game on steam. It seems to look like they are close to an early access state but im not a developer.
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RE: Victory Conditions
People imagine playing the allies like what the allies actually did. When the allies did operation torch, they fought Guadalcanal. When we where landing in France, we were also island hoping the last of the japanese islands. That what players think the allies can do in axis and allies. And tbf in other versions, you can do some like that and see results. The problem is, is that there is more money on the board, the units are cheaper, axis gets some really good nos, and they, with the exception of italy, get the initiative.
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RE: Victory Conditions
Oh i love playing the allies. Im not being defeatist. Im being realistic. Realistically, in the game we are playing, in order to win as the allies, you have to focus on one theater at a time. 90% of American money has to go towards taking down germany. Germany is the biggest threat on the board. If Germany is ignored, it will win every time, in my experence. It has access to 2 capital, a wealth of nos, an ally in the south, and an amazing army with lots of heavy hitters and lots of hit soakers. Japan by contrast, has a lot of heavy hitters but doesnt start with hit soakers, often having to lose planes in some engagements, all of the ones needed for victory ( calcutta, sydney, and hawaii) are either out of position, too close to persian factories if bulited, or near the coast of america who can bulid fighters and stack hawaii with infantry and fighters. Im a gf guy. Its wayyyyy easier, takes less time, and can see results fairly quickly if you know what you are buying. Japan is the opposite. In order to beat japan you have to destory their navy. That is extremely expensive. For one thing japan has 22 aircraft ready to land on flattops if need be, second you have to match their other units, and third the entire pacific becomes a cat and mouse game and is just a waste of time. And again, THE ALLIES CANNOT ATTACK TOGETHER. This isnt soo much of a problem early game, but late game when western germany is stacked and the american and the British dont have to forces to take it individually, but collectively they could. That simple rule takes away a lot of the economic disparity the axis have.
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RE: Axis & Allies Online Screenshots and Steam Page
My one plea… Add house rules and make them shareable. Kinda like blitz where you can change unit and territory values. Make it possible to add territories and additional units types plus a global version with a revised and original map skin and i will be a happy man!
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RE: Victory Conditions
Axis players laugh at credible threats cause you cannot be a credible threat in global. You have to be a complete threat or you will get stomped. This isn’t any other version of axis and allies, where because of the year, 1942, the allies have certain advantages over the axis. You as the allied player in 1940 are on the verge of defeat. You will lose the British navy turn 1, France will fall, Japan can strike and earn more money individual than any other single power excluding america of course. The allies goal for the first 6 or 7 turns is to win the battle of the Atlantic, save Moscow, save Cairo, defend London, keep Hawaii and Sydney, and save Calcutta if you can. After that you need to make landings. Philippians islands, money islands, Normandy, Norway, Denmark, etc… With the axis not taking Moscow, not taking Cairo, or anything else, with landings in Europe and,or Asia, with continual bombings, convoys, and attrition, the players will give up. That is how the Allies win. Im speaking from a tabletop perspective, where the games have a fewer number of rounds and victory is decided by looks rather then a solid oob victory.
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RE: Victory Conditions
But if you split your economy with america, you will not be able to out produce neither. Japan can earn 40 ipcs on a j1, and Germany can come close to that on the same turn. So turn one both Germany and japan match what america will be able to put down. Germany will also start getting nos around turn 3 or 4. Japan can get the money islands but turn 2 if there is no resistances, or by 3 or 4. By then, the axis are outmatching the amount of money you are spending. Now you might say that if you were to combine the total amount of allied money being spent on each theater, that would surpass the economic disparity, but that not how the game works. The allies cannot attack the same territories together. They can reinforce the territory, they can attack the same territory on different turns, but they cannot attack at the same time, which means in order to take or attack a fleet of ships, you must do so on each allied turn alone. That means the economic disparity is non-existent. In order to win on one side of the board, one power MUST outproduce the other, and the other powers must help as much as they could. If America splits his purchases you are giving a gift to the axis.
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RE: tanks in A&A 1914 - What is the value?
The important thing about tanks is that they save lives. 3 or 4 tanks on the battlefield means that there are 3 or 4 more men on the field. It wouldnt be much value if for example, Germany is focusing heavily on France and is two spaces away from Paris, Because you could just railroad those guys in. But If the reverse was true and France is two spaces from Berlin, Every man you save will be less time to reienforce. (BTW i play with LTR , If you were playing a standard game, it would be even more valueable since reienforcing would take a long time.).
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RE: Anyone wanna play 1914?
i think the only way to do that would be a youtube game
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RE: We need an allied playbook.
The main bet that crockett36 makes is taking out Germany while delaying Japanese expansion. Using china to defeat Japanese infantry, using ships as blockades, sneaky karls, etc. Then around mid game, focuses on japan.
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RE: Axis & Allies Community Map Files
no as in a map without the colors but with the map, borders, seazones, but having it like black and white.
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RE: Axis & Allies Community Map Files
Is there any blank 1940 maps so i could mess around with it?
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RE: Axis & Allies: Solitaire variant
Oh that should work although I don’t think the ai should try some stupid like try and invade America. Even inexperienced players will be able to defend that attack and it would waste a ton of resources unless America for one reason or another is out of position and can’t build like 20+ guys and planes.you know what I mean?
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RE: Axis & Allies: Solitaire variant
I think most of what I said could apply to 41 or 42 cause the southern territories I believe in those games are worth quite a few dollars. Leningrad is important cause it has a ic there and also forces Russia to divide his army in two otherwise he will get flanked. France still needs to be held cause that’s worth a lot also and gives the allies a base of operations on the European continent. Norway and Denmark hasn’t changed cause the still control access to the Baltic sea and gives the allies access to supplying the Russia via Norway Finland with planes and ground troops. The only thing that has changed is Egypt is way less important as that’s not a vc and doesn’t grant Germany extra income.
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RE: Axis & Allies: Solitaire variant
These are all territories the ai should prioritize. In what order? Well the vc should be most important. Probably nos next such Caucasus, Iraq, etc. And finally probably Norway, Denmark, and normandy.
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RE: Axis & Allies: Solitaire variant
@SS-GEN Let’s start with Germany. Obviously France and Normandy are important. Berlin, Warsaw, leningrad London. Stalingrad Paris, Moscow and Cairo are all very crucial for winning the game. Also some extra money from the Russian territories, such as the vc ones plus Caucasus. The middle east provides loads of extra cash for Germany. Norway and Denmark are very important as they control access to the Baltic sea.
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RE: dessertfox vs the eldest
TripleA Turn Summary: Italians round 4
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 4 Purchase Units - Italians Italians buy 1 factory_minor and 1 fighter; Remaining resources: 0 PUs; Combat Move - Italians 1 infantry moved from Ethiopia to Kenya Italians take Kenya from British 1 bomber and 3 fighters moved from Alexandria to 98 Sea Zone 1 fighter moved from Southern Italy to 98 Sea Zone 1 infantry moved from Yugoslavia to Slovakia Hungary 1 infantry moved from Yugoslavia to Bulgaria Combat - Italians Battle in 98 Sea Zone Italians attack with 1 bomber and 4 fighters British defend with 1 destroyer Italians roll dice for 1 bomber and 4 fighters in 98 Sea Zone, round 2 : 4/5 hits, 2.67 expected hits British roll dice for 1 destroyer in 98 Sea Zone, round 2 : 0/1 hits, 0.33 expected hits 1 destroyer owned by the British lost in 98 Sea Zone Italians win with 1 bomber and 4 fighters remaining. Battle score for attacker is 8 Casualties for British: 1 destroyer Non Combat Move - Italians 1 bomber and 4 fighters moved from 98 Sea Zone to Egypt 1 armour moved from Northern Italy to Yugoslavia 4 infantry moved from Northern Italy to Yugoslavia 2 artilleries moved from Northern Italy to Yugoslavia Place Units - Italians 1 factory_minor placed in Egypt 1 fighter placed in Northern Italy Turn Complete - Italians Total Cost from Convoy Blockades: 2 Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 5 Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 4,2 Italians collect 18 PUs (2 lost to blockades); end with 18 PUs Objective Italians 2 Roman Empire: Italians met a national objective for an additional 5 PUs; end with 23 PUs
Combat Hit Differential Summary :
Italians : 1.33 British : -0.33
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RE: dessertfox vs the eldest
TripleA Turn Summary: Japanese round 4
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 4.0
Game History
Round: 4 Purchase Units - Japanese Turning on Edit Mode EDIT: Removing units owned by Japanese from 42 Sea Zone: 1 battleship, 1 cruiser and 1 destroyer EDIT: Changing unit hit damage for these Japanese owned units to: carrier = 0, carrier = 0, carrier = 0 Japanese buy 1 carrier, 1 destroyer, 1 factory_minor and 2 mech_infantrys; Remaining resources: 3 SuicideAttackTokens; 2 PUs; Combat Move - Japanese EDIT: Resetting and Giving Bonus Movement to Units EDIT: Japanese takes Shan State from UK_Pacific EDIT: Japanese takes Burma from UK_Pacific EDIT: 3 fighters and 2 tactical_bombers moved from Java to India EDIT: 1 armour, 2 artilleries and 2 infantry moved from Java to 42 Sea Zone EDIT: 1 armour, 2 artilleries, 1 battleship, 3 carriers, 2 infantry and 4 transports moved from 42 Sea Zone to 39 Sea Zone EDIT: 2 artilleries and 2 infantry moved from 39 Sea Zone to India EDIT: 1 armour moved from 39 Sea Zone to India EDIT: 2 submarines moved from 37 Sea Zone to 39 Sea Zone EDIT: 2 bombers moved from Kwangsi to India EDIT: 1 artillery and 1 infantry moved from Yunnan to French Indo China EDIT: 1 artillery moved from Yunnan to Shan State EDIT: 1 artillery moved from Yunnan to Burma EDIT: 1 artillery and 1 infantry moved from Anhwe to Kweichow EDIT: 1 infantry and 1 mech_infantry moved from Anhwe to Chahar EDIT: 1 bomber moved from Kiangsu to Chahar EDIT: 1 fighter and 2 tactical_bombers moved from Korea to Amur EDIT: 2 infantry moved from Manchuria to Amur EDIT: 1 fighter and 1 tactical_bomber moved from Kwangsi to French Indo China EDIT: 1 fighter and 1 tactical_bomber moved from Kwangsi to Siam Combat - Japanese EDIT: Battle in 39 Sea Zone EDIT: Japanese attack with 1 battleship, 3 carriers, 2 submarines and 4 transports EDIT: British defend with 1 destroyer EDIT: 2/2 hits, 0.67 expected hits EDIT: 1/1 hits, 0.33 expected hits EDIT: 1 destroyer owned by the British lost in 39 Sea Zone EDIT: Japanese takes 39 Sea Zone from Neutral EDIT: Japanese win EDIT: Battle casualty summary: Battle score (TUV change) for attacker is 8 EDIT: Turning off Edit Mode Battle in Kweichow Japanese attack with 1 artillery and 1 infantry Chinese defend with 1 infantry Japanese roll dice for 1 artillery and 1 infantry in Kweichow, round 2 : 1/2 hits, 0.67 expected hits Chinese roll dice for 1 infantry in Kweichow, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Chinese lost in Kweichow Japanese win, taking Kweichow from Chinese with 1 artillery and 1 infantry remaining. Battle score for attacker is 3 Casualties for Chinese: 1 infantry Battle in Siam Japanese attack with 1 fighter and 1 tactical_bomber Americans defend with 1 infantry Japanese roll dice for 1 fighter and 1 tactical_bomber in Siam, round 2 : 1/2 hits, 1.17 expected hits Americans roll dice for 1 infantry in Siam, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Americans lost in Siam Japanese win with 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 3 Casualties for Americans: 1 infantry Battle in Chahar Japanese attack with 1 bomber, 1 infantry and 1 mech_infantry Chinese defend with 1 infantry Japanese roll dice for 1 bomber, 1 infantry and 1 mech_infantry in Chahar, round 2 : 0/3 hits, 1.00 expected hits Chinese roll dice for 1 infantry in Chahar, round 2 : 0/1 hits, 0.33 expected hits Japanese roll dice for 1 bomber, 1 infantry and 1 mech_infantry in Chahar, round 3 : 2/3 hits, 1.00 expected hits Chinese roll dice for 1 infantry in Chahar, round 3 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Chinese lost in Chahar Japanese win, taking Chahar from Chinese with 1 bomber, 1 infantry and 1 mech_infantry remaining. Battle score for attacker is 3 Casualties for Chinese: 1 infantry Battle in Amur Japanese attack with 1 fighter, 2 infantry and 2 tactical_bombers Americans defend with 1 artillery Japanese roll dice for 1 fighter, 2 infantry and 2 tactical_bombers in Amur, round 2 : 3/5 hits, 2.00 expected hits Russians roll dice for 1 artillery in Amur, round 2 : 1/1 hits, 0.33 expected hits 1 infantry owned by the Japanese and 1 artillery owned by the Americans lost in Amur Japanese win, taking Amur from Russians with 1 fighter, 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 1 Casualties for Japanese: 1 infantry Casualties for Americans: 1 artillery Battle in French Indo China Japanese attack with 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber Americans defend with 1 infantry Japanese roll dice for 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber in French Indo China, round 2 : 3/4 hits, 1.83 expected hits Americans roll dice for 1 infantry in French Indo China, round 2 : 0/1 hits, 0.33 expected hits 1 infantry owned by the Americans lost in French Indo China Japanese win, taking French Indo China from Americans with 1 artillery, 1 fighter, 1 infantry and 1 tactical_bomber remaining. Battle score for attacker is 3 Casualties for Americans: 1 infantry Battle in India Japanese attack with 1 armour, 2 artilleries, 2 bombers, 3 fighters, 2 infantry and 2 tactical_bombers British defend with 5 aaGuns, 1 fighter and 6 infantry; UK_Pacific defend with 1 airfield, 1 factory_major and 1 harbour AA fire in India : 2/7 hits, 1.17 expected hits 2 fighters owned by the Japanese lost in India Japanese roll dice for 1 armour, 2 artilleries, 2 bombers, 1 fighter, 2 infantry and 2 tactical_bombers in India, round 2 : 5/10 hits, 5.00 expected hits UK_Pacific roll dice for 5 aaGuns, 1 fighter and 6 infantry in India, round 2 : 1/7 hits, 2.67 expected hits 1 infantry owned by the Japanese and 5 aaGuns owned by the British lost in India Japanese roll dice for 1 armour, 2 artilleries, 2 bombers, 1 fighter, 1 infantry and 2 tactical_bombers in India, round 3 : 4/9 hits, 4.67 expected hits UK_Pacific roll dice for 1 fighter and 6 infantry in India, round 3 : 1/7 hits, 2.67 expected hits 1 infantry owned by the Japanese and 4 infantry owned by the British lost in India Japanese roll dice for 1 armour, 2 artilleries, 2 bombers, 1 fighter and 2 tactical_bombers in India, round 4 : 3/8 hits, 4.33 expected hits UK_Pacific roll dice for 1 fighter and 2 infantry in India, round 4 : 1/3 hits, 1.33 expected hits 1 artillery owned by the Japanese, 2 infantry owned by the British and 1 fighter owned by the British lost in India Japanese captures 8PUs while taking UK_Pacific capital Japanese converts factory_major into different units Japanese win, taking India from UK_Pacific with 1 armour, 1 artillery, 2 bombers, 1 fighter and 2 tactical_bombers remaining. Battle score for attacker is 23 Casualties for Japanese: 1 artillery, 2 fighters and 2 infantry Casualties for British: 5 aaGuns, 1 fighter and 6 infantry Non Combat Move - Japanese Turning on Edit Mode EDIT: Turning off Edit Mode 2 bombers moved from India to Kwangsi EDIT: 1 fighter and 2 tactical_bombers moved from India to 39 Sea Zone 1 fighter and 1 tactical_bomber moved from Siam to Kwangsi 1 fighter and 1 tactical_bomber moved from French Indo China to 39 Sea Zone 1 bomber moved from Chahar to Kiangsu 1 armour moved from Kiangsu to Anhwe 1 fighter and 1 tactical_bomber moved from Amur to 6 Sea Zone 1 tactical_bomber moved from Amur to Korea Place Units - Japanese 1 carrier and 1 destroyer placed in 6 Sea Zone 1 factory_minor placed in Shantung 2 mech_infantrys placed in Kiangsu Turn Complete - Japanese Japanese collect 51 PUs; end with 61 PUs Objective Japanese 3 Control Honolulu Or Sydney Or Calcutta Or Western United States: Japanese met a national objective for an additional 5 PUs; end with 66 PUs
Combat Hit Differential Summary :
Americans : -0.67 Chinese : -1.00 UK_Pacific : -3.67 EDIT: : 2.00 Russians : 0.67 AA fire in India : : 0.83 Japanese : 0.33