Dang fonts need to get off of my monospace lawn.
Posts made by eudemonist
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RE: Preview: Game Setup
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RE: Preview: Game Setup
Thanks, D!
Russia does look pretty soft–I’m thinking they can’t stop an all-out German offensive. Â Germany is pretty big, though; Â I’m kinda thinkin’ they can roll up the Russians with less than half their air force.
Looks like the Russian buy is pretty simple; Â gotta go two infantry, right? Â Taking Manchuria with 3 inf, 1 armor seems tempting, but I don’t think they can afford it; Â the nine ipcs of infantry almost HAVE to head back to Moscow. Â Leaving one might be an option, but I think I would pull them all back to Urals. Â Ukraine is about a fifty-fifty if you throw everything that can reach at it, but if you get diced there it’s game over right out of the gate. Â I think I would probably throw the Moscow and Arkangel infantry at West Russia, with the fighter for backup. Â Three Karelians marching on Norway might be a viable gamble…they’re pretty much dead mean anyhow, and if you roll well and win, you’re one further away from the Germans. Â Probably end the first turn with four guys in Western Russia. Â First inclination is to build the two guys in Caucasus, to stack with the starting three. Â With three Far-easterners in Urals, that’s a fair number of ground troops. Â Dunno about the dollar pieces. Â Could stack them all in Caucusus, but it could still get rolled (I assume the Dardanelles are open?) by four German infantry, four tanks, a bomber, and a pair of fighters. Â Not sure I like leaving all the eggs in one tempting basket. Â Maybe leave the one tank, keep the other in Moscow with the fighter. Â Saved one dollar, collect eight, can buy three infantry next round.
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RE: Getting someone started on A&A
@Young:
I can see it now, a virgin newbe is playing Germany with 2 experienced players as team mates. G1, the freshman says “I will buy 6 research tokens” and the 2 vets discreetly shake their heads. “wait… I mean 2 major factories” the 2 vets than shake their heads a little harder, the allied players roll their eyes, and the beer is already half gone. UK or Italy is a better choice than Germany, let’s face it.
Like I said, somebody skilled in strategy games, and hopefully has played Axis & Allies, of some form, before. Once the rules of research rolls, building, and movement are explained, somebody with most of a functioning brain wouldn’t make those choices, I don’t think. Somebody like that, give them Russia. Tell them to buy infantry and one offensive weapon each turn and play defense–you’re coming to save them.
EDIT: Well, re-reading, I guess I didn’t exactly “say” somebody skilled in strategy games, but that’s what I meant, dammit.
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RE: Best Bang for the Buck
Depends on what the counterattack looks like, no? If all they can bring is two infantry, I think I might go with the tank. Dunno how to calculate financial value on that one, though.
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RE: Getting someone started on A&A
What do you mean by “new player”, and what is their general strategy game skill level?
I would vote Russia would be the “easiest” for someone totally new to Axis & Allies, or that’s just kinda there to roll dice. A brand new player has their hands full with turn order, how combat works, what units are what. By dealing almost exclusively with a ground war, you can spend more attention on fewer units, which is really a good thing for people just learning a fairly complex game. It’s enough work figuring out which enemy planes can get where without having to know or worry about how subs and damaged capital ships act.
Saddling someone with ANZAC alone would pretty much suck. At least give them France and China, so they can have some ground fighting somewhere. I wouldn’t do that to a new player, though. If you’re having to play with seven, given the minors to one of the vets, who can maybe actually do something with them.
For somebody that’s looking to be highly engaged and have fun, and maybe has played a previous iteration, Germany is hands-down the most fun. Your turn probably takes forfarkingever, but you get to conquer an enemy capital! Immediately! Loads of money, guys out the wazoo; boats, tanks AND planes! There’s a simple basic goal–take Moscow. It’s a ton of work, and they’re probably not gonna win, but it’ll be cool. Plus Germany has such a target-rich environment, new players often take the game in unexpected directions. For that reason alone, I like having brand-new German players, if they’re up to it. The Krauts have initiative–the opportunity to control the shape of a game you’ve never even seen played before is novel. Free of herd-mentality bias, if you will.
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RE: Does an A+3 Sealion = Axis victory?
How about throwing a big stack of planes at London first round? I think you can bring three fighters, three tacs, and a bomber. There are three infanty, three fighters, and four AA. Send your other planes to 110, your subs to 109, maybe you can force the fighters to choose whether or not to scramble, and it doesn’t take many hits to start digging into the anti-air. Diminish the AA capacity early? Just a thought.
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RE: There is no quick win to Global
Nothing else matters as much.
Pretty much this. In addition to the money, it opens up another front in the Russia underbelly.
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RE: What Turn to Attack with Japan?
Heh, I didn’t say it would be easy. Just sharing my experience with how it usually goes in our games. Again, Calcutta building a CV first round would tickle me pink, as would U.K. sending the Med fleet east. Sending Anzac fighters to India gives me a similar warm 'n fuzzy.
I think it’s cool that they’ve got it set up to where you’re tempted to strike with Japan round one. It’s just not tempting enough, for me personally.
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RE: What Turn to Attack with Japan?
Oh yeah…but they aren’t combined with the U.S. Fleet by turn 3. It’s conceivable the Brits could meet up with the U.S. by 3, but they wouldn’t be doing it off of India. I don’t usually see that happen, though. U.S. often hangs around Hawaii turn one and two, waiting for its first build to hit the water and then catch up, leaving them starting from Hawaii on their third turn.
The Japs can easily overpower the Calcutta navy by itself, I think, even if they do build a carrier first round (never seen that, not sure I think it’s a good idea, but o.k.). Japs have two fully loaded carriers, even if they leave on to mess with America, plus a cruiser or two, a battleship at least, and a farkton of planes (including a couple of bombers). I’d be happy to see them building nothing but navy, as it means I’m likely winning on the mainland (I usually purchase a minor factory first round).
If I can pull the U.K. boats from the Med and Africa to my side of the board, that makes me pretty happy as well. I probably won’t be winning that game, but Italy better own the damn Med, and hopefully German U-Boats will be raiding off of western Africa. Could probably still knock those out, though, I think.
The only way the Medfica boats could meet the Americans, to get them ALL in one place on round three, would be with the starting American fleet (no builds) in, what, Malaya or something, maybe?
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RE: What is making Alpha 2+ unbalanced?
Weren’t you saying a while back that, as Russia, you wanted the Japanese to attack you?
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RE: What Turn to Attack with Japan?
How do you deal with combined threat of US navy moving to Haiwai, the UK regrouping / building its fleet and Anzac sending fighters over to help the UK?
IS the UK / Anzac taking over the DEI?
I do my best to cat-and-mouse with the Americans…destroyer blocks work o.k., and can cause them to spread their fleet. The U.K. fleet, even after regrouping, isn’t all that tough to take out, and they don’t often have the cash to buy more ships.
The DEI is usually 3/4, if not entirely, enemy-controlled by the time I spring, but usually with one (at most two) infantry per. Most often there are two Zacks on Java, an empty Borneo, and maybe one each in Celebes and Sumatra. I usually hit the lightly defended ones in my first war round, along with any U.K./ANZAC boats that can support them, and clean up the others next round. U.S. is rarely in a position to support them.
The hardest part is keeping the U.S. out of a position where they can bring their weight to bear. I dodge 'em (and occasionally leave juicy targets for them simply to get them to go after them and be out of position) while trying to secure (most of) China and the South Pacific, choking Anzerk with subs. Try not to go head-to-head until you’re cranking good money, and really not even then if you can help it.
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RE: What Turn to Attack with Japan?
I like round two, or sometimes three, depending on both nearby positioning and Europe.
First round purchase has evolved into a minor on the mainland and two transports. In a long game, Japan absolutely has to have production on the mainland to keep up with China and India. I look to be able to take Phillipines, Malaya (tough, but worth it), Borneo, Kwangtung, and maybe Java the round I attack. I also try to use most, maybe all, of my subs to attack Anzac income and force them to build destroyers and move them the wrong direction.
Can’t bring myself to attack first round. I think about it, but I just don’t see it.
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RE: Space issue.
Some people on this site have made boards that hang on the wall, with magnetic pieces. That’d be pretty slick.
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RE: Can I still conquer Russia?
Ah didn’t see that part about the seven fighters. Oops.
Boned.
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RE: Best UK defense for Sealion 3 or 4 collaboration
Just out of curiousity, Jim, why head east with the Italians? Trying to work with with just Germany?
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RE: Can I still conquer Russia?
You can still pull it out. Send both the bombers against the factory, hope he doesn’t hit with the AA, and attack for a single round of combat. Stack up the Italians for one more round…next round you may be able to do enough with them to let the Germans sneak in.
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RE: Can I still conquer Russia?
You’re gonna get plowed, dude. You’ll kill eleven or so first round, average, he’ll kill a dozen. He’s well into tanks already. Second round, you’ll get five or six hits, he’ll get around eight and wipe you, standing with twenty dudes. Italy can’t finish that. Get a couple rounds worth of cannon fodder coming, strafe (attack for one round of combat and retreat) with it a turn or two, keep bombing the piss out of his factory, and play D in western Europe. Get some Italians coming out of the middle east or caucasus or wherever, if you can. Don’t let America sack Rome.
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RE: I'm a Chinese player….....this is my Alpha +2 Experience
Wumeng’s post does no seem that hard to understand for me.
It is readable, but difficult. :-D
I agree that airplanes are VERY important for Germany. I like to purchase a small amount of boats early in the game. Once the U.S.A. begins to build boats in the Atlantic, Germany will not be able to compete with them in naval power. Airplanes can be used to attack Russia and also to protect the water around Europe.
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RE: I'm a Chinese player….....this is my Alpha +2 Experience
This is very hard to read. Google Translate is not very effective. It seems like you put much thought and work into your post, however. Well done. :-)
It is good you found this BBS. Your strategies are strong. I am happy to see that there are players around the world.