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    Topics created by fenderbender4

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      Allies advice with an aggressive Japan

      Axis & Allies 1942 Online
      • • • fenderbender4
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      If you are doing a KGF strategy, dealing with Japan isn’t the top priority. You’re just trying to slow them down and distract them. With the UK in India, don’t let Japan stack Burma. When they go in with land forces, hit them back. Have artillery in India.

      I buy 1 of 3 options with the UK in round 1.

      Carrier, Transport, 2 infantry, 1 artillery. Carrier, Destroyer, 3 infantry. 2 Fighters, 2 artillery, 1 infantry.

      Option 1 is if there’s minimal threat to the UK fleet. Germany builds a med carrier for example, loses fighters or moves them east. 3 or fewer planes in range.

      Option 2 is if there are 4 planes in range. I’m not risking a transport.

      Option 3 is if there are 5 or more planes/subs that can hit Britain. Build fighters in round 1. If they move away you can build a fleet in round 2. If they add more planes like building bombers, then wait until round 3 for the US fleet to arrive before building a navy. If Germany’s building that many planes, their army will be thin.

      Basically I’m saying don’t focus all your attention with the UK on Japan. UK needs to be hitting Germany. It’s closer and easier to hit. The goal of the British in Asia is to harass Japan and delay them. Keep them occupied with India if you can. If they ignore India move up to Persia to block them from stacking Kazakh. A Kazakh stack is dangerous because it threatens Caucuses and Russia forcing Russia to abandon Caucuses.

      With Russia, their job is to kill lots of Germans in the first 3 rounds. Don’t sacrifice troops but make Germany pay if they are overaggressive with Russia in a KGF. After the US and UK are landing in Europe just defend with Russia against Germany. Shift 90% of Russia’s focus to Japan and let the UK/USA deal with Germany. If Germany is stupid enough to keep attacking Russia and spreading themselves thin, they’ll collapse even faster.

      With Japan, try to keep them out of any territories bordering Russia. If Japan is ignoring Russia mostly and focused 100% on India, move some infantry down to India. If it takes until round 5 for Japan to get India you’ve done your job. If I see India’s going to fall, I pull back the troops to Persia, then Kazach or Caucuses.

      If Russia’s struggling use the UK forces to back up Russia. Russia has to stay alive. If Russia is fine, the UK India forces can head to Europe to take out Germany.

      The USA should be totally focused on Germany.

    • F

      How do you approach placement / purchasing for Allies?

      Axis & Allies 1941
      • • • fenderbender4
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      I keep wracking my brain in terms of how to balance the need for both air and sea power when you’re the allies. Especially in regards to needing to do amphibious assaults but keep in mind unguarded transports.

      If playing the allies, are there for sure Do’s and Don’ts?

    • F

      A bunch of noob questions...

      Axis & Allies 1941
      • • • fenderbender4
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      @Panther said in A bunch of noob questions...:

      @fenderbender4 Welcome to the forum.

      @fenderbender4 said in A bunch of noob questions...:

      I understand that the developer (Larry Harris) added/updated the beginning numbers for some people. I have seen the numerical changes, but what should the official count now be? I ask because my setup guide has 6 infantry in Russia, does that mean it’s updated or should I add 3 more to that 6 count? (same thing with US destroyer, etc.). This is elementary but I have not seen anyone explain a clear TOTAL for what the power start with merely the additions.

      In case your setup page indicates 6 infantry in Russia, you are going with the latest and current setup.
      All the adjustments mentioned in 2014’s official FAQ should be included in that new print, then.

      @fenderbender4 said in A bunch of noob questions...:

      Can Fighters/Bombers attack defenseless transports? If so do transports role for anything? This also leads into, can aircraft just attack sea units (unless it’s a sub)?

      Yes they can. Defenseless transports don’t roll dice but are destroyed (see “Defenseless Transports” on page 17 of the rulebook).
      Air units can attack sea units. They can attack even submarines in case the air units are supported by an attacking destroyer.

      @fenderbender4 said in A bunch of noob questions...:

      How does loading/unloading of troops in transports work, especially when the transport, technically doesn’t have to move anywhere (i.e. you are playing Japan and seemingly can unload/load troops at will in certain areas)? What movements counts are there? In a combat round, can a tank still more “two places”? Like if Manchuria is enemy territory but has no forces, can the tank still blitz?

      Page 28 of the Rulebook covers this all:
      “Loading and Offloading: A transport can load cargo from one or two territories in or adjacent to friendly sea zones that it
      occupies before, during, and after it moves, then offload the cargo at the end of its movement. For example, it could pick
      up 1 land unit, move 1 sea zone, pick up another land unit, move 1 more sea zone, and finally offload both land units. A
      transport can also remain at sea with cargo still aboard. In that case, the cargo remaining aboard must have been loaded in a previous turn, loaded this turn in the Noncombat Move phase, or loaded this turn for an amphibious assault from which the transport retreated.
      Loading onto or offloading from a transport counts as a land unit’s entire move; it cannot move before loading or after
      offloading. Place the land units alongside the transport in the sea zone. If the transport moves in the Noncombat Move phase, any number of units aboard can offload into a single friendly territory.”

      Please ask back if anything remains unclear.

      @fenderbender4 said in A bunch of noob questions...:

      What happens if say Japan and/or Germany occupies both sea zones off the coast of Eastern AND Western US. It’s the US’s turn and have enough IPC’s, can they mobilize those units in the sea zones? What happens if it’s Germany/Japan’s turn?

      Rulebook, page 20: “Place sea units only in sea zones adjacent to territories containing eligible industrial complexes. New sea units can enter play even in a hostile sea zone. No combat occurs because the Conduct Combat phase is over”

      On Germany’s/Italy’s turn the “Sea Units starting in Hostile Sea Zone rules” apply. (page 12)

      @fenderbender4 said in A bunch of noob questions...:

      To clarify a submarine’s “surprise strike” (if the battle is sans destroyer), means its attack allows no “casualty” strike (unless it’s a battleship which can absorb one hit).?

      Correct.

      @fenderbender4 said in A bunch of noob questions...:

      Also, are there other adjustments to the game that people recommend?

      For possible (not official) other adjustments check out the House Rules category of our forum.

      Excellent thank you for the clarifications!

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