Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. Funcioneta
    3. Topics
    • Profile
    • Following 0
    • Followers 0
    • Topics 35
    • Posts 2,829
    • Best 1
    • Controversial 0
    • Groups 0

    Topics created by Funcioneta

    • FuncionetaF

      BotA - r5 - Amorphous .vs Funcioneta - Middle Earth

      Tournaments
      • • • Funcioneta
      39
      0
      Votes
      39
      Posts
      5.5k
      Views

      AmorphousCubeA

      free peoples also get the 3-move cavalry.

      (Not really sure why Free-Peoples are even a nation… If their going to do that they may as well add Angmar to give them someone to fight!)

      Some of the recruitment option seem weird. Dwarfs with cannons and battleships!? What?!

    • FuncionetaF

      BotA Rd. 5 (Middle Earth): Funcioneta vs. nothing-to-see-here

      Tournaments
      • • • Funcioneta
      1
      0
      Votes
      1
      Posts
      397
      Views

      FuncionetaF

      Game started. Have luck

    • FuncionetaF

      Funcioneta (Axis) vs Yoshi (Allies) - G40 OOB (game 2)

      Play Boardgames
      • • • Funcioneta
      572
      0
      Votes
      572
      Posts
      50.1k
      Views

      YoshiY

      Thanks for this couple of game. I’ve been able to have a good idea of what global is. I guess I’ll have to try the new rules and setup later on now that they are fixed and not moving every two months.

      That’s an interesting game, looks like you really need to invest units on every front.

      The early loss of India has been really painful. Really needed to go a lot into Pacific with the US, and even with that I was almost able to do nothing against Japan. At least I made Hirohito busy :)

    • FuncionetaF

      WC12: Revised Europe Rd1 qualifier; Funcioneta (Allies) vs Amon Sul (Axis) 8 bid

      Tournaments
      • • • Funcioneta
      40
      0
      Votes
      40
      Posts
      3.0k
      Views

      FuncionetaF

      @Amon:

      I will not force U to play triple a.

      i can play combining Ur battle map and my triple a and do the dices here but i simple have now will and time for that

      and there is plenty of chances for mistakes here

      you have every right to win this game this how

      since triple a is not the default way of playing

      cheers :)

      OK, as you wish. A pity that we could not continue playing

    • FuncionetaF

      Axis & Allies Anniversary: Asian Chapters

      House Rules
      • • • Funcioneta
      5
      0
      Votes
      5
      Posts
      1.2k
      Views

      FuncionetaF

      I’ll continue this proyect. The definitive rules are:

      Victory conditions:

      Axis win if

      a) Japan has at least 6 VCs at end of USA’s turn
      b) Germany + Italy have at least 7 VCs at end of USA’s turn

      Allies win if they have at least 13 VCs at end of USA’s turn

      Tech:

      Use delayed tech as default (techs enter in play at the end of the turn of the power that discovered them)

      NOs:

      NOs are mandatory

      Europe:

      Dardaneles closed 1942 scenario: Karelia IC deleted and moved to Novosibirsk (at setup) 1941 scenario: you can move Karelia’s IC to Novo (1 time each game). Do it in deployment phase. You cannot deploy new units at kar or novo the turn that you move the IC

      China:

      Using AAP40 rules for China China plays after Italy and before USA Setup is the same for both scenarios (use OOB 1942 for both) However, the chinese fighter is moved from Yunnan to Sikang and China gains 1 aa gun at Sikang China is allowed to move to any place. No limits of movement with one exception: China cannot enter at soviet controled territory (and USSR cannot enter at chinese territory) China doesn’t start at war with Germany and Italy. Germany or Italy can DOW China at pleasure, but China cannot DOW ger/ita unless that one of them DOWed first or that NAP is not active

      UK

      Colonial garrison: you MUST deploy a free IC for UK round 1, as if you had purchased it. The free IC costs 0 IPCs 1941 only: add 1 uk inf to sum, bor, ngui and sol

      USSR/Japan non agression pact:

      The breaker pays 15 IPCs to the bank unless it attacks a territory or SZ defended by multiple nations (that case, pay 0 IPCs). You can attack multinational SZs and ignore units belonging to a power that you’re not at war If the NAP ends, China can enter to USSR and viceversa. Also, if Germany or Italy attack China, the NAP should be voided, making a fully global war

      This will be my last effort to balance AA50 (I’d like to play some games here and there). I’ll try to post the AABattlemap module soon. I want to end this before moving to my next proyects, a custom 1940 OOB module and some other module called ‘Spain, 1940’ …

    • FuncionetaF

      G40 OOB: Funcioneta vs Jeremus

      Play Boardgames
      • • • Funcioneta
      310
      0
      Votes
      310
      Posts
      26.2k
      Views

      FuncionetaF

      Thanks! Yep, maybe too much USA’s money to Pacific. Still, I think that the worst for you was losing China so early … that gave me free hands to deal with the other allies as Japan. I think also that ANZAC can have more play. Also, I’d unload on Norway from z112 to ensure a continue flow of troops. A couple of subs could do the raiding job at z125 anyway

      Good job with that attack route with USA against Japan anyway. Unconventional, but it was getting annoying. I guess that your IC was going to Persia, true?

      We can rematch. Let’s change sides and this time I’m Allies, OK? Make your german turn and let the war begins again. Have luck! Oh, and send me a PM with the link to the game  :-)

    • FuncionetaF

      Looking for a G40 OOB game

      Find Online Players
      • • • Funcioneta
      3
      0
      Votes
      3
      Posts
      560
      Views

      FuncionetaF

      Done. This is the thread (I’m Axis)

      http://www.axisandallies.org/forums/index.php?topic=23784.new#new

      Remember download last version of OOB module (Funcioneta’s version)

    • FuncionetaF

      Console control pads

      General Discussion
      • • • Funcioneta
      2
      0
      Votes
      2
      Posts
      688
      Views

      ?

      Atari 2600. Simple to use.

    • FuncionetaF

      Funcioneta's AAE40 module

      Software, Tools, and Aides
      • • • Funcioneta
      4
      0
      Votes
      4
      Posts
      6.1k
      Views

      FuncionetaF

      This should be stickied …

    • FuncionetaF

      Funcioneta's 1940 Global module

      Software, Tools, and Aides
      • • • Funcioneta
      378
      0
      Votes
      378
      Posts
      98.3k
      Views

      FuncionetaF

      You should wait a bit. Don’t rush, because Mr. Harris said that he want make a new update (maybe the final version) in like 4-6 weeks. From I can understand, alpha 3 is even more provisional than latter versions. No much point updating the module

      About the charts, the other time I simply copy pasted the letters from the old files  :-) And when I do the module for the last version, I’ll have not much to change. The list would be:

      Unit costs as you pointed Some NO boxes here and there (I still prefer the NO boxes near to the zone they are related, good old AA50 style) Setup in fact is the thing I hate more. One has to redo the whole setup to prevent glitches. Not difficult, be requires much work, and double check I’ll check the optionals chart, just in case some of them are obsolete (probably the NAP and the merry mongolians)

      As for the mongolians, not much work to do. If they stay as they are, simply I should delete the NAP box (the mongolians substitute the pact), and when they are activated, Japan’s simply must put an ‘allied friendly’ marker.

    • FuncionetaF

      Easy fix for China

      1942 Scenario
      • • • Funcioneta
      3
      0
      Votes
      3
      Posts
      3.2k
      Views

      U

      That suggestion is from Larry Harris, btw.  It really changes things for China

    • FuncionetaF

      Revised - KJF ARTICLES SERIES. NUMBER 3: USSR

      Blogs
      • • • Funcioneta
      1
      0
      Votes
      1
      Posts
      380
      Views

      FuncionetaF

      OK, I’ll continue KJF articles series after more than a year …

      This article is linked with the former ones of USA and UK, and is meant to work for a KJF without India and Sinkiang ICs

      Since you are not going to have other reinforcements in Asia than soviet units, you need plenty of units. Movement of units and managing the trades is also critical, but also you need create many deadzones making good use of Red Airforce and those nasty T-34 tanks

      1) How purchase

      That’s more tricky than seems. There is not an easy rule: if you buy only infantery, you will find that you cannot counter the german stacks because lack of offensive punch. If you buy too many tanks, you will find that you have not enough manpower to hold against the japaneses. As any other power, in fact the best approach is having a bit of all. Suggested buy for USSR 1:

      5 inf
      1 art
      1 tank

      This means you have many units (7) and a decent offensive punch. Also you have one valuable artillery, and you are going to need it soon or later. The downside is that you lack the movement that a 3 inf+3 tanks buy can offer to you … in fact 3 inf+3 tanks is also nice if germans did something bad and you can exploit it to take and hold Ukranie, but you cannot count with it

      Later the mechanic is: buy always one tank, 2 if you can, and buy art if you think you are going to lose the last one you have. Also, buy a 3rd fig if you have enough income and germans are not pressing too hard: you will not regret that 3rd fighter. With the rest, buy inf

      Don’t buy bombers, they are a waste for soviets: a fighter is better at defense, is cheaper and anyway you are not going to SBR anyone … even a undefended axis IC will be better bombed by the USA’s bomber. Oh, and don’t go naval … this is not AA42 after all  :wink:

      The infs will give you the manpower you need, the tanks will create the deadzones you need to halt the axis advance until UK stops the germans and Pacific fleet starts taking valuable island. Art and fig will trade territories

      Deploy tanks and figs at Moscow, the rest at cau first. Pretty obvious

      2) First round attack

      I don’t like a full Ukranie attack for a KJF, even without : you are risking valuable tanks and art at Ukranie and without doubt you will lose more dudes at Wrus. Any case, you probably will lose almost the same units as germans after the counter, and you need ensure that you lose always less units than germans, that’s vital!

      A strafe on Ukranie can be good but is risky … I’d only risk if I want change a bit: if good can be devastating, if bad bad, you are toasted

      So the best here is Bel+Wrus or simply Wrus, and as much Wrus+ strafe Ukr. Have in mind that you want save as many soviets as you can, not making a 1-2-3 punch on Germany

      3) Round 1 NCMs

      Ensure you have enough to hold Caucasus (landing figs for defense there is a good trick). Evacuate SFE and bury, you will need save as many dudes as you can. Send siberians to west but the 2 dudes at Novo should go to kaz, not to Moscow. You want keep the chance of doing a India+Sin IC strat, and those 2 inf at kaz can reach to cau, per and sin

      Remember leave one tank at cau, you never know when you’ll need retake India for UK

      Also, move the sub to protect the UK fleet and continue doing this until end of game or the sub is killed in defense … as obvious, if allied fleet is attacked, kill the soviet sub first since its only role is cannon fodder

      4) Picotear (trading)

      “Picotear” is the spanish word for trading in A&A context  :-D You need more income for soviets, but saving the ocasional UK can opener to let soviets take Norway, you need trade. Also you want keep cau and rus safe from attackers

      The chances are you will need trade at least 2 or more probably 3 territories each round, and will be 4 or more if Japan is near. I’ll not say much about trading mechanics since that is well covered in many other articles, but soviet case is special: they can afford as much buy one more fig in the whole game, and the moment of buying it is round 2. You cannot do it before and you will not have much chances later. So soviets need a cheap substitute for that 3rd fig. You have 2 available:

      UK trades Karelia or ark from north Use artillery

      So the idea is easy: have always at least one art or better two art on the board. If not, you risk having to sacrifice one tank. Also, don’t trade sink because USA will not colect the money

      5) The deadzones

      Much has been said and many said in KGF strats is valid as well for KFJ. Buying 1-2 tanks each round ensures you can react to many points. The territories that must be dead zoned are the same: Novo, Per, Bel, Ukr, Kar …

      6) Small resume

      In fact, soviet tactics remains the same to KGF (trades and deadzones). The thing that changes is the strategic approach. Instead of killing germans as crazy, your goal is survive and preserve as many soviet units and territory as you can until UK from west and USA from east can come to the rescue and use allied economic advantage to win the game

      My plan when I do a (so-called) KJF is not trade Moscow for Tokyo. I always try hold the germans enough to make Japan irrelevant and then, without losing Moscow, turn the tide and kill the germans

    • FuncionetaF

      Kamikazes in China's turn

      Axis & Allies Pacific 1940
      • • • Funcioneta
      20
      0
      Votes
      20
      Posts
      2.9k
      Views

      M

      @Krieghund:

      Again, both kamikaze attacks and scrambling are defensive reactions.  If there’s no attack, there’s no defense.  Combat moves done only to avoid combat do not trigger kamikaze attacks or scrambling.

      A good definition of “attack” would be “combat movement into a hostile space or declaration of intent for combat in any space”.

      With Kamikazes having the added requirement of : “If the allied player has moved ships into one of the above sea zones, …” ?

      Which to me implies during this combat movement. Seems pointless to have this line otherwise, since you obviously couldn’t attack a ship that has never moved there.

    • FuncionetaF

      Sea Lion: Scotland trading?

      Axis & Allies Europe 1940
      • • • Funcioneta
      5
      0
      Votes
      5
      Posts
      1.7k
      Views

      ?

      @xzorn:

      Having a fleet, planes and a few trannies in the Baltic lets you threaten Britain and Russia, while defending your Scandinavian holdings. Brits will have to be wary of an attack and waste precious resources in anticipation. And if he does, simply use the fleet, airforce and trannies on other things.

      So just the threat of Sea Lion is good enough.

    • FuncionetaF

      It's snowing in Spain!

      General Discussion
      • • • Funcioneta
      3
      0
      Votes
      3
      Posts
      858
      Views

      Army of Northern VirginiaA

      We’ve had one of the longest coldest winters (with the most snow) for many years. We’re a country used to snow, but it ground us to a halt for a few days. Lots of power cuts too.

      Europe was covered by a very cold front from the north. The satellite map of Britain says it all…

    • FuncionetaF

      China Free Mod version 0.3

      House Rules
      • • • Funcioneta
      2
      0
      Votes
      2
      Posts
      1.6k
      Views

      critmonsterC

      Just let China go first and round up infantry production (5 tt = 3 inf). I would also say let them move into Burma :roll:

    • FuncionetaF

      -25 bid challenge: conclusions

      1941 Scenario
      • • • Funcioneta
      27
      0
      Votes
      27
      Posts
      5.5k
      Views

      Z

      Hmm you are probably right bugoo–Karelia and Egypt in the same turn is too risky.  Actually though, I once played a game where I took Karelia, killed the bb, and took Egypt…  However with only 3 figs Karelia is obviously too risky so the better play is probably pursuing the dd/tranny combo with the 2 subs–the bb can be kept out of Finland/Karelia by landing all fighters in Finland…  Re. Karelia, in a ll game it comes down to whether the aa hits.  If no fighter is shot down then sometimes Karelia can be taken without sacrificing a fig…and that is pretty devastating for the Allies.  If a fighter is shot down, then sometimes that’s 2 figs down for the Axis.

    • FuncionetaF

      China Free Mod version 0.2

      House Rules
      • • • Funcioneta
      6
      0
      Votes
      6
      Posts
      3.5k
      Views

      FuncionetaF

      @Funcioneta:

      A small bug in UK deploy: z2 should have a cruiser instead of a dd (same as vanilla game). I’ll correct it as soon as I can

      Done

    • FuncionetaF

      New TripleA AI rocks!

      TripleA Support
      • • • Funcioneta
      7
      0
      Votes
      7
      Posts
      3.7k
      Views

      J

      @Subotai:

      http://sourceforge.net/project/showfiles.php?group_id=44492&package_id=119711&release_id=686735

      thx :D

    • FuncionetaF

      USSR / Japan non agression pact

      House Rules
      • • • Funcioneta
      5
      0
      Votes
      5
      Posts
      1.3k
      Views

      allboxcarsA

      IMO, keeping the Japanese focus on the American threat and the Chinese irritant is the preferred way to keep Japan out of Moscow… pretty much the way if happened historically.

      If we find those two factors consistently being so minor that strategic adventurism prevails for the Japanese player then I’d lean towards beefing up his Pacific opponents versus “treaty handcuffs”.

    • 1 / 1