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    Topics created by drummerinheat

    • drummerinheatD

      A&A at Kubla con in San Francisco

      Events
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      drummerinheatD

      I am from IL but will be traveling to San Francisco for Kubla Con Memorial day weekend.  I had trouble locating the A&A players last year until I found out too late the war gamers were given a space outside the hotel in a large banquet tent.  I see there is a classic 2nd Ed tournament offered, but I’m more interested in a casual game of global.  I’d also play anniversary or 1942 2nd ed.  Any other player headed to Kubla?

    • drummerinheatD

      German Sub Opener

      Axis & Allies Global 1940
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      JDOWJ

      Hi guys,

      here are some of my thoughts:

      1. Making subs invincible by killing all DDs is a good idea, I played that opener myself back then
      2. Buying 5 subs G1 is not the best idea, simply because Germans need ground units against Russia

      Plus: I Germans leaves 110 untouched then I think it is an appropriate reaction by UK to skip taranto, buy an air base UK1 and put a strong fleet into 92. If played properly that fleet can hammer the Italian fleet earlier or later. Next to that UK should stay calm with the Egypt units an avoid losing Egypt.

    • drummerinheatD

      Books on tape

      World War II History
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      The11HP20T

      Thanks. I’ll check that out. I know it’s not WW2, but if you’ve never read “Warbirds. Diary of an Unknown Avaitor” do so. It’s the diary of an American WW1 pilot. Haunting is the best word I can think of. I read it 3 times when I was younger. I’m about to read it again.

    • drummerinheatD

      Cruiser Idea

      House Rules
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      T

      I begin by repeating myself: if adding units, add more territories. Given the current map (G40, 2nd edition), I honestly don’t see any room for additional units. More space would need to added to open up additional possibilities for strategic movement on the board. This would create a new problems of its own, which I address below, but it is the fundamental change to which I think one must commit when deciding to add more units.

      So, the real question is: How to balance realism/plausibility with a desire on the part of some players to do “new stuff” with new mechanics. Several major challenges arise:

      Are we looking at the operational or strategic level of warfare? Axis & Allies splits the difference for the sake of creating a reasonable fun gameplay experience. If each unit is an abstraction of actual forces, then:
      Land units (mostly) represent armies or corps of infantry, and divisions of armor and artillery. A few odd units in places like Hong Kong and French Indo-China represent functionally independent divisional commands. I have heard some concern on these forums about artillery moving and attacking at the same time as other units. Some people think that artillery should fire first, as it does during a general advance on the battlefield. There have also been arguments that it should fire in defense. I think that the first argument is most-flawed. Because of the level of abstraction described above (typically at the corps and divisional levels), land combat in Axis & Allies represents strategic, campaign-level movement in a given region. It does not represent operational or tactical activity. Artillery should not be presented separately or be able to conduct discrete “fire missions.” In terms of using artillery on the defensive, I think the choice to do otherwise was dictated by use of the d6 standard. Infantry don’t gain a defense bonus from artillery because they would defend at 3, which would dramatically reduce the value of purchasing armor.

      Air units usually represent full wings of fighters or bombers, but the Scramble rule is all about using them tactically. The chief problem with air units has to do with movement. They perform regular movement at one scale, and combat movement at another.

      Naval units represent flotillas. Thus, each destroyer represents a group, and each capital ship, a squadron. Together, they form fleets. My only gripe about naval action is that the Cruiser and the Battleship are not sufficiently different. Let’s compare.

      So what about the map?
      My recommendation would be to increase the number of map spaces at the expense of realism. Each turn still represents about three months’ real time. Crossing the Atlantic would take 2 turns. Crossing the Pacific would take 3-4 turns. This would not be realistic, but it would create more opportunities for movement, blocking, and naval combat searches, which I think should be instituted. (I think that, before any naval combat, a die should be rolled to determine whether the searching fleets even find one another. This creates the possibility that attacks on enemy fleets will be foiled and tempts players into trying to “sneak” forces past the enemy.)

      Air units should have different values for attacking other air units and then naval and land forces. Split the current tactical bomber into two units: a naval torpedo bomber that can select which naval units are hit and a dive bomber that is slightly cheaper, but optimized to hit land units.

      Does the Cruiser have good value?

      The value of a unit can be calculated by adding up its movement, attack, and defense values, expressed relative to its cost. Thus, a cruiser has value 8/12, or 2/3. That is, you get a .66 return on every IPC spent. A battleship has value 10/20, or 1/2, which is a .5 return on every IPC spent. However, it can survive an extra hit, which means that it is technically a 1 return on every IPC spent. The obvious cruiser alternative is more destroyers. A destroyer has value 6/8, or 3/4, meaning that there is a .75 return on every IPC spent before factoring in the benefit of its anti-submarine capabilities. Better, then, to buy destroyers or battleships every time, especially because one can buy 2 destroyers for every 1.5 cruisers. (I’m no math whiz, and I welcome alternative interpretations.)

      One approach to improving the cruiser’s value would be, I think, to give it a small area-of-effect bonus against attacking aircraft, representing its role as an escort for the big battlewagons.

      In terms of adding other units, I think Commerce Raiders would be useful only if more spaces were added to the game. The inclusion of trade routes in the new HBG 1936 edition may create space for such a unit. I like the idea of adding Destroyer Escorts to safeguard convoy zones and transports, but I think that kind of work can already be performed by the Destroyer. Torpedo boats would be an interesting addition, but their value is really in the Mediterranean, which would need to be expanded in space to enhance the value of maneuver. I’m also concerned that such small craft wouldn’t thrive against A&A air units, which are extraordinarily powerful against other units.

      Battlecruisers are interesting but effectively pointless since they will not travel at 3. HBG has experimented with Coastal Battleships and Coastal Submarines for lesser powers, and I suppose these units might be worthwhile, but then only as part of the forces that smaller nations receive at game start and are compelled to use due to anemic budgets.

    • drummerinheatD

      German IC in Romania

      Axis & Allies Global 1940
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      JenniferJ

      @Gamerman01:

      I don’t suppose you’re able to padlock topics in this (or any?) section of the boards….

      I can.

    • drummerinheatD

      Which Country To Cut Off?

      Axis & Allies Europe 1940
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      Charles de GaulleC

      If you are going to invade neutrals you need a big reward(such as Middle East for Axis and the abillity the to invade Europe by land e.g. US attacking Spain) otherwise it is very detrimental.

      As for invading the US…more people joke about it than really try but here is a way that has worked for me( keep in mind that I, my opponents, and teammates were not very skilled when I did this; believe or not I lost a game holding Washington once):
      Turn one and two threaten sea lion while building a substantial navy of warships and transports. This keeps UK in check:  Russo is in a quandary; US builds navy. T3 dependiing upon the US buys (most of the time you can’t to this) move to Gibraltar. T4 attack US coast and East US. This is a very little chance. It works better in Global if the US is concentrating elsewhere. US has two easy ways to stop you: either stack Washington or build a big enough Navy to rival yours. It really only works if US has little defence and you haven a substantial navy. Once when US build 4 bombers among other units, it worked due to their lack of defense.
      I consider this to always be an option but most players will know khow to prevent this.

    • drummerinheatD

      Sea Battle Transport question

      Axis & Allies Global 1940
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      drummerinheatD

      I worded it a bit funny, in the 2nd example the UK was attacking.  Thank you for the clarifications!

    • drummerinheatD

      Adding Italy & China ('42 Mod Idea)

      House Rules
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      GODLEADERG

      I have Anniversary Ed and Italy is not very fun to play. In 1942 Italy is very weak. In 1940 Ed Italy have a chance to conquest the Med… not in 1942…

    • drummerinheatD

      Looking for Gamers in N IL or S Wisconsin! Have games, will travel!

      Player Locator
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      S

      I am interested in a Southern Wisconsin group - I live in Janesville Wisconsin. I am interested in playing Global 1941 or 1914, but I also own Battle of the Bulge, D-Day, and Classic Axis and Allies.

    • drummerinheatD

      G40 via video chat

      TripleA Support
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      drummerinheatD

      Has anyone ever played G40 with anybody over skype, Google hangouts, or fb video Or is the pbm just more convenient? maybe the game is too large. Watching YGs YouTube help videos and match action inspired this post. Apologies if this is in the wrong forum.

    • drummerinheatD

      A&A '42 2nd Ed Chips

      Marketplace
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      General 6 StarsG

      Looks like HBGing has them but out of stock.

    • drummerinheatD

      German Naval Purchase

      Axis & Allies 1942 2nd Edition
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      drummerinheatD

      The carrier in the med is an interesting idea as it allows Germany to hold Africa for a lot longer. I wonder if this is worth it in the long run though because the men you send to Africa aren’t threatening West Russia or Caucus… This is always the problem I’ve seen with navy buys in the med. That and the fact you have to keep 2 fighters on your carrier, which means those fighters aren’t defending mainland Europe.

      I’ve given this a few runs since posting.  The baltic is a lost cause, speaking naval.  1st round German Purchased Carrier, Transport, 2 Art, 4 Inf.  (Ive also dabbled in grabbing another sub instead of the trans just to help lock down the Atlantic).  Take Gibraltar, and prep for taking Egypt round 2 (as long as The US Trans/Destroyer were taken out G1).  G2 attack egypt.  G3 Split surviving German forces between blitzing through Africa or Middle East and use your transports to take additional infantry/Art to black sea.  Add a bombardment from your battleship and your 2 planes to attacking the Caucasus.  As long as you can, use that Med Navy to take Caucasus.  Africa, will most likely be taken back, but at that point, it shouldn’t matter.  You are using your extra IPC to INF stack the Western Front/ Capital and by turn 5 - 7 (with a little pressure from Japan) Russia falls!

      In regards to your planes, you still have a bomber and 3 fighters to help hold off the Atlantic with your subs.  If it’s not enough…buy 1 a turn after you take most of Africa.

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