Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. jbriggs
    3. Posts
    • Profile
    • Following 0
    • Followers 0
    • Topics 0
    • Posts 19
    • Best 0
    • Controversial 0
    • Groups 0

    Posts made by jbriggs

    • RE: Russian Navy Build

      WOW…… I can see doing things for fun, but strategically there is no gain to building a russian fleet.  But I’m not critisizing in any way.

      If I played against a russian player that wastes money on something like that, I’d wipe him out in less than 3 rounds.

      Historically you gotta think about what worked for the Russians.  AC’s didn’t fit for them.  They couldn’t benifit from it.

      The german med fleet really is nothing to worry about.  Keep it contained there and really doesn’t matter if it survives or not.  Thats just my opinion though.

      posted in Axis & Allies Revised Edition
      jbriggsJ
      jbriggs
    • RE: Having problems playing Allies

      No I don’t.  LOl.

      Sorry.  The last AA game I played on the computer was the windows version for windows 98.  I take it the bids allow you to place a few extra pieces on the map.  Thats what it was in that game……

      Forgive me though.  I am behind on the times I guess.

      I don’t really play with industrial techs and I play with the normal pieces you start out with.

      Good luck.  Try some things and send me a private message on how some games go for you.  I’m curious to learn some things that work or not work for you.

      posted in Axis & Allies Revised Edition
      jbriggsJ
      jbriggs
    • RE: Having problems playing Allies

      lol……

      I don’t play on the computer yet.  I prefer playing in person the old fashioned way, you know the board, dice, and actually having money in hand.  The problem with computer games is everything is done and seen in terms of black and white.  programs are just that programs.  They don’t have the luck of the roll, and you don’t have the human element.  Playing in person allows you to size up your opponents in person and you have the time factor also.  I usually play in tournaments against alot of different people of all ages, but mostly adults that have been playing for along time.  I’ve seen alot of different styles of play and I’ve seen damn near every scenario.

      There is a way to fight the Axis at the same time.  It just involves coordination though.  The problem is that players see the board in stages.  But you have to understand that what one side of the map does effects the other.  We’ve all been taught the rules of Cause and effect when we were young.

      Think about this, use the turn cycle to your advantage.  The order of play if you will.  You know the order, russia, germany, GB, Japan, and the US.  lol.  Russia dictates the flow of the game.  If Russia starts out aggressive it puts Germany on its heals.  Germany has to respond to Russia, Britian has to respond to Germany so on and so forth.  Russia can put pressure on Germany right from the get go, but Britian and the US have to put pressure on Germany to help out.  Russia in theory forces Germany to respond to a certain way, and thus you can use britian to help them and it traps germany.  The us keeps shuttling in units for support, and reinforcement of the russian and british positions.  Take Norway for example  Russia takes Norway in turn 1, Germany counter attacks, then Britian attacks and takes Norway.  Germany has to attack Norway again if Not, Britian builds an IC on its next turn there and starts shuttling tanks into The russian lines, wich doesn’t turn out to well for Germany.  Germany has to respect the IC in Norway because It allows The allies to have access to Central Europe.  Yes Germany can control the sea zones, but Britian has a toe hold established in Europe and doesn’t have to waste transports to shuttle units into europe.  With this kind of pressure to The German North, it will set up Germany to lose its strength in Africa, because the US can land a tank, artillary, 2 infantry, and a bomber into Africa.  If germany is aggressive in Africa, its rear flank will be stretched thin and allow the US to kick Germany out of Africa.  If Germany lands forces in Africa it takes some of its strength from The Russian British front and gives them a bigger strength advantage.  Think about this, If done right and consistantly, you can attack The german lines with Russian forces on Russian turn.  You will either kill or weaken the german line.  Germany goes and is to weak to attack, the british supported russian front.  They are forced to protect there gaps.  That allows Britian to attack the weakened position and win.  This sets up Russia to resupply the weakened British advance.  Basically you create a walking wall, similar to the way that the spartans faught centuries earlier.  Eventually the german lines will be to weak, and Then the US comes in and attacks or reinforces the lines.  Germany can’t win if the allies are relentless.  So my tactic of limiting the axis powers options is taking hold.  germany has 3 options in its order of play, but most of them will effect its other positions.  Let Germany focus on Africa, it frees up russia some. and 3 tanks needed to maintain the russian line is doable.  Britian may lose IPC’s in Africa, but it gains in Europe.  Britian moves before Japan, so Britian can put pressure on Japan and possibly prevent the basic japanese attack on hawaii.  A build up in india will divert japanese units from The US and they will have to respond to a british build up.  If they don’t britian can inflict some damage to the japanese economy in the first 3 rounds, thus crippling Japanese efforts against Russia, and this gives Russia more time and rescources to fight Germany.  The Us wouldn’t have to build in the pacific, but they can keep the Japanese fleet away from asia.  If Japan doesn’t respect the US fleet, they can start taking islands of opportunity and putting Japan in a weaker position.  If you play your cards right you can have Japan threatened on 3 sides.  And it prevents them from committing to a strong asian offensive.  Like I said, use the order of play as an extraplaying piece.  Limit their options and think about the whole board at once, and not by sides.  If you see the big picture, you and your allies will win.

      posted in Axis & Allies Revised Edition
      jbriggsJ
      jbriggs
    • RE: Having problems playing Allies

      Something that I have noticed about this forum is that alot of people focus on KGF or KJF.  The way I play is why not kill both at the same time.  It is possible to do this, but it requires alot of communication with your allies.  Think about this, a coordinated plan with great britian and US can allow you to weaken Japan by round 3, and prevents Japan to focus on the asian mainland wich hurts Russia and limits them from putting pressure solely on Germany.  But Britian and the other allies can take territory away from Germany as well, and you can limit Germany drastically by turn 3 as well, preventing them from putting pressure on Russia.  It is possible and if your good enough to see the whole board at once, you’ll see that the game can be completely won in 10 rounds or less.  Just a thought……

      posted in Axis & Allies Revised Edition
      jbriggsJ
      jbriggs
    • RE: Having problems playing Allies

      No, I’m having problems with getting it set up on my computer.  If someone can give me a link so I can get right to it, that would be great, and I would love to go head to head with alot of you.  Right now though I am on my grandparents computer and they have alot of crap set up to prevent me from downloading alot of things.  Sucks to be me……

      I play with Russia aggressively when I play with them, so when I play against them I try to hit them harder.  Now with that said When I play with Russia my first two objectives is Norway with 2 fighters and 3 inf from Karelia.  Sometimes I win, Sometimes I withdraw.  But if I withdraw I keep my fighters and land in Karelia and bring my infantry from archangel in for support.  This leaves Norway weakened for an assault from britian on GB1.  If I take Norway, it usually draws Germany into taking it back on G1, thus pulling some units from attacking Karelia, or Western Europe.  Then GB attacks Norway on their turn anyway.  People say attacking Norway isn’t a good idea, and statistically it isn’t.  But what it does is it diverts units from the russian front for at least a few rounds.  Germany has to stop the allies from controlling Norway.  I will commit all my tanks, artillary, and infantry from Russia and attack w. Russia.  Then build up in caucasas on my troop deployment stage.  I usually purchased only artillary for the first few rounds with Russia.  This will usually draw Germany into attacking my tanks, and sets russia up for a strong counterattack with the artillary.  Its always worked out good for me.  It also allows Russia to stay in the positive IPCs and forces Germany to attack just to stay at their 40.

      Yes, Ukrain is in reach from germany with tanks in one turn, but it takes two turns to reach caucasas.  Building an IC in Eastern Europe allows you to reach Norway, archangel, west Russia, caucasas in one round.  What this allows the German Armor to do is extend the front line and forces Russia to spread its units out a little.  It extends your reach and gives you more options later in the game.  Use this for example,  If you build your armor from Germany to Ukraine it will give Russia 1 round to reinforce caucasas. and if you attacked it you will be at least 2 rounds for reinforcing and forces your offensive to stall.  But say you have those tanks and move them into ukraine you’ll have extra firepower to bring into the fight the next round and you can put direct pressure on Moscow.  Russia has to respect that and has to divert units to protect the northern borders as well.  Thus weakening the Russian front.  Sometimes I will attack caucasas my first round and use my battleship and troopship to bring more units into the fight.  If done right caucasas will fall and The Russian back will be broken.  But it is a gamble and if you lose the fight, the allies get an imediate advantage.  So failure isn’t an option.  But either way, try An IC in Eastern Europe in round one, just once and you’ll see that you’ll have alot more options to play with.  Especially if Russia gets the lend lease rule… You need to have something there to prevent them to getting allied units to help.  Again, think long term objectives and you will see why it is important.

      posted in Axis & Allies Revised Edition
      jbriggsJ
      jbriggs
    • RE: Having problems playing Allies

      ah yes…… thats what I love about this game.  When I’m Germany I’ll usually attack Russia with a huge amount of tanks.  Yes they are expensive and yes I will lose a few, but using tanks will ultimately weaken the enemy and overwhelm them.  In order for me to pull this off though I usually will need an IC closer to the front lines with Russia.

      My first round purchase is usually 5 tanks and and IC to be placed in Eastern Europe.  Round 2 I purchase 8 tanks.  5 in Germany and 3 in Eastern Europe.  What this does is it gives me at least 8 tanks to hit ukraine and sweep through Russias northern territories.  I will have a few smaller units to have as fodder but my main assault force is driven by tanks.  It gives me more options in the long run and a little more mobility.  By turn 4 though I’d start getting some pressure from The allies over to the west, but With me being aggressive with my tank production to the east, I should have pushed The Russian lines back to Moscow at least and drastically cut russias options down to building infantry to defend the capital.

      I do understand that I’m leaving myself up to critisism from everyone else, but Thats ok.  I don’t do this everytime and I do vary my tactics a bit, but I like to remain unpredictable and attacking with my tanks like that usually will throw someone off their game plan a little.  Thats my overall objective.  I like to attack my opponents plans and not so much his armies.  If you throw off his plans and make him react to what you do, you in sense dictate the flow of battle and not him.  But regardless what you do you need to stick to your overall objectives.

      Like I said, I’ll get told by alot of you that this is a crappy way to play and I’m sure that alot of you will start talking statistics with me and tell me that my odds aren’t good, and I’d be losing to much IPC’s due to the cost of the tanks.  Duh… But everything doesn’t revolve around statistics all the time and you have to be willing to gamble a little.  Yes on paper throwing tanks into the grinder doesn’t seem to work out in the long run…but good commanders don’t just base their plans on statistics and odds.  If you play like that, I guarantee that you will become predictable and a smart opponent will figure out a way to overwhelm your thinking.  I will gladly sacrifice some IPC’s to remain productive.

      posted in Axis & Allies Revised Edition
      jbriggsJ
      jbriggs
    • RE: Having problems playing Allies

      well see I’m still in the kitchen playing the game.  lol.  In my opinion it is more fun to sit around a table with friends and fo’s and have some beers with friendly compitition.  I’m in the process of building a game table with an enlarged map.  I just need to get ahold of your triple A game so I can play it with you online.  I might lose some, but I’ll win some as well.  message me outside this forum so we don’t confuse everyone else.  lol

      posted in Axis & Allies Revised Edition
      jbriggsJ
      jbriggs
    • RE: Having problems playing Allies

      well, I only wished you lived by me.  lol.  I’d be willing to show you how bad things would go for germany in the long run.  Short term yes you would have an upperhand.  Long term, however you’d leave yourself spread a little thin.  I have seen a counter attack like that a few times and I have tried it myself.  Attacking Karelia in force like that does strengthen your northern border but still leaves you 2 turns away from Russia, and leaves your interior a little thinned out.  You seem to play aggressive with Germany and that is fine, however you need to remember that Russia will have a slight advantage.  Since R1 Norway was taken and WR was taken, Russia is up + 5ipc’s.  Recapturing them only brings you back to even.  Russia will still be able to block your forces in archangel and counter attack WR from caucasas.  Yes casualties will be high for Russia but the bulk of your force will have been depleted.  You wouldn’t have the reinforcements needed to completely hurt Russia until your tanks were brought in.  Yes you would have infantry, but they are slow and very weak by themselves.  Since you left Britians fleet alone you will be counterattacked by British fleet at WE or Norway.  You will be forced to divert units to recapture WE the next round.

      Think long term…… Short term yes you will hurt Russia, but your aggression can possibly come back to haunt you.  I know this… I’ve seen it happen on both sides.

      However… If you are going to counter Russia you need to set up a supply line your first round.  What I always do is my first round purchase, I get an IC and place it in EE.  5 tanks for germany.  That will give you more firepower and flexibility.  You will see better results against Russia if you build an IC closer to the Russian Front.  You can get bigger units and your slower units to the front faster.  As Germany I always go after the british fleet first.  Troopships are my targets.  If I get rid of them, that buys me an extra round or to to keep sending huge amounts of tanks into Russia before I am forced to respect Britian.

      posted in Axis & Allies Revised Edition
      jbriggsJ
      jbriggs
    • RE: UK's opening round

      I do agree that beginners should stick to the London factory.  It does require skill pulling off the india IC.  But It just depends on how you and your allies play the game.  If each of you are gonna do your own thing, the game will certainly be over quicker than usual.  Thats the key…… Teamwork and persistance.  Control the game by limiting the enemy of options.  Do this and you’ll win no matter who you are.

      posted in Axis & Allies Revised Edition
      jbriggsJ
      jbriggs
    • RE: UK's opening round

      Yes you’r right about india being taken by Japan.  But long term if Japan moves all those assets to hit India in force it will give the US a chance to strike where the japanese navy isn’t.  It also delays Japan from taking China and assaulting Russia to the North. Buying Russia at least 3 rounds before Japan starts taking land from their rear.  That is 3 extra rounds that can cripple Germany. India also has 1 AA gun for defense as well and should hit at least 1 fighter.

      It is important that the carrier fighter from 35 takes out the TRN in 59 in GB1.

      Yes the destroyer in 15 may be killed.  But if the germans commit units to attacking that, that means its less air units they will use in hitting russia.  Again, it only works in Russias best interest long term.

      posted in Axis & Allies Revised Edition
      jbriggsJ
      jbriggs
    • RE: USA buys

      I agree completely…… If I don’t have to, I will not build an AC at least not for the first 3 rounds.  But I will build one once The allies start building up steam in Europe around turn 4.

      posted in Axis & Allies Revised Edition
      jbriggsJ
      jbriggs
    • RE: Having problems playing Allies

      I agree…… but you have to think long term in this game.  Yes you will be succeptible to German air attack and you may lose that little fleet.  But the US can replace it the next turn.  You would have already landed units in Africa and german lines there are weakened.  But if Germany pulls all their fighters and commits them to attack the navy, those are fighters that aren’t used on the Russian Front.  You will make Germany lose a plane or 2 and they can’t be replaced as easily do to Russia and britian gaining ground in the east.  In the long run leaving bait for the germans is good.  Yes you will sacrifice some but the object of the game is to defeat the germans.  The US can land in fortress Europe, but in the first few rounds you will not have enough units to keep it.  You might not agree with sacrificing these naval units, but it helps in the long run.  I promise…

      posted in Axis & Allies Revised Edition
      jbriggsJ
      jbriggs
    • RE: American strategy..prove me wrong…Please!!!!!!!!!!!

      Yes you’re right about japan shuttling units from Japan into mainland Asia.  Yes this will work, but only if Japan is left alone to focus completely on invading Asia.  If the United States and Britian keep the japanese fleet busy in the pacific and apply pressure on them by taking islands, Japan has to respond to that.

      Tell you what……pull your Japanese fleet to Japan and focus on shuttling units to Asia.  Leave your islands like borneo, east indies, and new guinea alone to be taken by britian and the US.  You’ll lose 9 ipc’s and you’ll lose momentum with your offensive.  If the allies aren’t working together your plan may work.  I have played against this tactic and it doesn’t always work. Japan usually stalls out.  However, when I play with Japan, My first round purchase is 1 IC to be placed in kwantung, 1 transport, 1inf, 1 art.  my turn 2 purchases are 1 IC to be placed in Manchuria, and 3 tanks to be placed in kwantung.  Turn 3 I purchase 6 tanks.  Now I have plenty of aromor to use and my range has increased.  with a constant flow of tank each round I will be able to outproduce india, and break out all over Russia.  My japanese fleet would just be protecting my interests in the Pacific.  Transports are great, but it is expensive to maintain them.  getting a beach head and building there is best, and you can still shuttle units with your transports.

      posted in Axis & Allies Revised Edition
      jbriggsJ
      jbriggs
    • RE: American strategy..prove me wrong…Please!!!!!!!!!!!

      I haven’t played online yet.  I don’t know anything about that.  I play in tournaments alot and I usually do very well.  Email me outside this thread and tell me what I need to do to play it online.  I’d defineately like to play against you.

      You do make sense with your suggestions and I can see where you come from.  Every move I make I do for a reason.  take me attacking the british fleet for example.  I will gladly sacrifice a sub, fighter and bomber for hitting one transport.  The reason is, is that a battleship is almost useless against land if the transport isn’t there.  This goes along with my stratagy of limiting the options of my oponents.  I don’t keep fighters in western europe either.  I move them around to where they are needed.  My game plan for Germany consists of building alot of tanks quickly. So in order for me to obtain my objective I need to make sure the allies can’t land anything major in europe.  Giving me the time to do what I need to do.

      Getting back to Russia.  The way the rules are interpreted at the tournaments I play in, is that you can build unlimited units at all of your starting IC’s, and the secondary IC’s (extra builds) you can only build the maximum of what the value of the territory has.  I understand that the rules says differently.  Just depends on the host I guess.  Also the 2 hit battleship rule is in effect but it is modified a little also.  The rule book says that if a battleship takes a hit, you can turn it back over at the end of the battle if it survives.  Kinda dumb if you ask me…… So we play (usually agreed upon by all players) if you take a hit with the battleship and it survives the battle, it remains on its side until paid to get it repaired.  All its abilities are reduced by half for realism.  it attacks and defends at a 2 and can only move 1.  You pay 12 ipc’s in the purchase units phase to get it repaired to full strength and its repaired at the end of your turn.  This enhances realism and adds a little more thought to the game.  Try it in one of your games with your friends.  Its really cool.

      Anyways My movements are generally calculated.  I do leave things open for attack at times but I do it for a reason.  Frontal assaults against a powerful force is just plain dumb sometimes, so instead I’ll leave traps.  To weaken that front line I’ll entice the enemy to split his forces up and attack me in one area, then counter attack him and cut his supply line.  Me buying artillery does this for me.  If germany attacks west russia I will hurt him pretty good and I weakened his front line in ukraine.  I can now counter attack him from Russia and caucasas, and I’ll still be able to build more artillery the next round to replenish my losses.  It seems like its a back and forth struggle but its 1 that Russia will eventually win.  Russia going for Norway in the first round does good.  it forces Germany to commit some units to regain that back.  It also takes germany away from Northern Europe, and basically shortens Russias front line down to 3 countriies.  I think very long term.  I usually know what I want to do 4 turns later in the game.  Everything I do, allows me to do that.

      Yes troopships for britian is a good way to land troops all over europe, however If they can send tanks into Europe and to the russian lines, they can fight back the german forces way easier.  It sets up the opportunity for British Armor to capture german lands, and allows russian forces to reinforce them on there next turn.  It creates a 1 2 punch.  If britian wanted to gain a bigger hold in europe on its own, it will require a large naval fleet and that costs money and time.  Merge into your allies front line and its faster and easier.  Just trust me on this.  Your looking at it from a statistical stand point.  And possibly just from a british or US perspective.  I play against people that are very good and they have played the game very well.  They are not novices by any means.  If the allies work together, Germany can be taken out in 6 turns.  I do it alot…

      Yes Japan will attack China the first round, but they are weakened doing so, especially if britian wipes out the transport in 59.  Again, your taking away options doing this.  I’ll encourage a japanese assault because it will spread them out and a longer line has more areas to defend and creates weak spots.  British IC producing tanks everyturn will quickly out produce Japanese transports.  If Japan waits till the 2nd or 3rd round to build an IC they will be at a disadvantage later in the game.  Again, I think very long term.  I like to control the game and if I know what will happen 4 turns later, I make the enemy do what I want them to do.  It allows me to attack their plans, because I know what options they have available.  When you know that, you can see what they will do and you can stop them.

      I am not afraid to sacrifice a territory if I know what I will do later.

      Like I said, email me with the info about the computer version and I’ll try to get it, and we can go head to head.  I’m open to new ideas and I am willing to learn new tactics.  I’ve been playing for a very long time and I do think very good on my feet.

      thanks for your response and I will try your suggestions in my next match.  I’m curious to see what it will do

      posted in Axis & Allies Revised Edition
      jbriggsJ
      jbriggs
    • RE: USA buys

      I like your ideas with the carriers.  I’ll try it in one of my next games.  Carriers are always my flagships.

      My first round purchases generally consist of 2 troopships, 2 infantry and 2 tanks.  to be placed in eastern US.  I have 8 ipc’s left so depending on what I want to do with my forces already in play, I could buy 1 extra tank and infantry or 1 extra transport.  I also might try to get combined bombardment and an extra infantry.

      I never buy battleships for my fleets.  I prefer getting combined bombardment and using the destroyers instead of the battle wagons.  The reason is, is I can buy 2 destroyers for every battleship and they can do the same job at twice the firepower.  Plus they have the anti submarine capability.  My rule of thumb for my fleets is having a minimum of 2 carriers, 2 destroyers for every carrier, 2 subs, and 4 troopships minimum. Building a fleet like this maximizes fire support for landing units with 4 fighters and 4 free bombardment shots + whatever you bring in the landing.  Your fleet has alot of firepower for defense and some fodder to sacrifie.

      posted in Axis & Allies Revised Edition
      jbriggsJ
      jbriggs
    • RE: Having problems playing Allies

      I have been playing the game for over 15 years and I have seen many things done with both sides.  I can win with both sides, but no matter what stratagy you use, you have to have teamwork from your ally.  I can usually criple germany in 3 rounds with Russia and use the rest of the allies to clean up germany by round 6.  The key is to be smart and aggressive.  Let me explain, and see if you can adapt this to your style of play……

      This game to me is a game of options… You always have options with what to do every round.  The trick to winning is to limit the enemy to options that they have and increasing yours.

      This is where teamwork comes in.  Most people I have played against, see’s russia as very weak, and they play them defensively.  I can’t play that way.  My first round purchases for Russia is 6 artillary.  This will do a few things for you…it creates options.  Doing this for your first 3 rounds along with attacking Germany every turn will make you stronger.  Buying the artillery adds an offensive option to you your stratagy.  First round combat movements should consist of attacking Norway with 2 fighters and 3 infantry from karelia.  You will limit the fighter from norway from attacking the british fleet in SZ2, and it gives you an easy 3 ipc’s.  Then attack west Russia with everything else from russia, your tank in archangel, and artillary and tank from caucas.  You should win both battles with little loss.  Your non combat phase, move 3 infantry from archangel into Karelia and land 2 fighters into karelia.  Move 2 infantry from kazakh into Caucasas.  2 infantry from yakut to Buryatia.  2 infantry from novosibursk into sinkiiang. 2 infantry from E.N.O into Novosibirsk.  Move your submarine from sea zone 4 to 2. Place your 6 artillary into caucasas.  What this does is creates a wall for germany to attack.  If Germany goes on the offensive they will be very weak for a counter attack by britian and russia.  Caucasas will have 5 infantry and 6 artillery to defend with.  Karelia will have 3 infantry and 2 fighters to defend with.  West Russia will have 3 tanks, artillery and at least 1 infantry to defend with.  If Germany attacks either one of these they will have to attack in force.  They will be hurt badly and then you’ll be able to clean up with your other units the next round.  Doing this will put you at +5 ipc’s for your next round, and will give you alot of firepower to attack Ukraine in round 2 from west russia and caucasas.

      If I am Germany my focus is to keep britian land locked.  I usually will use 1 sub from zone 8 to attack 2.  Fighter from Norway and bomber from Germany to attack sea zone 2 also.  Sinse Russia took norway, Germany no longer has that fighter.  So you limited Germany on its options.  Germany lands a tank and an infantry into Norway and captures it losing the infantry.  Germany loses the sub and bomber leaving the battleship and troopship for britian.  German bomber hits the Russian Sub for fodder.  germany then attacks your battleship in gibralter and you lose that, at a cost of 1 fighter for them.  Basically your British fleet is still intact for future assaults on Europe.

      Britian… Purchase 1 IC to be placed in India and 1 troopship, 1 infantry, 1 artillary to be placed with northern fleet at Sea zone 3.  Combat moves should be bringing a tank from canada and infantry from britian to land in Norway.  Bring BB from sea zone 2 to 3 for bombardment with troopship carrying 1 tank and another infantry from britian for support. You can use your 2 fighters to attack German surface fleet in the baltic.  Your bomber can support the fighters, but Taking more money from Germany is more important.  Use sub from australia and attack Japanese Sub in sea zone 45.  Use carrier fighter to attack transport in 59.  You want to maximize your limited naval strength in the pacific for defense.  Don’t attack the Japanese fleet. But make them chase after you.  I’ll explain later.  Non combat moves…land fighter back on carrier.  Bring fighter fromegypt and land it in india for support.  Move infantry from jordan to egypt.  Infantry from persia to india.  Infantry from S. Africa north.  Land fighters from baltic back in britian.  Bomber the same.  Move destroyer from sea zone 15 to the rest of the fleet in 35.  Place new units with fleet in sea zone 3.  New IC in India.  Britians goal is to attack Japanese interests in Asia, limiting their options for attacking Russia.  Build 3 tanks in India the next few turns and keep putting 1 infantry, artillary, and a troopship in the atlantic.  The next round you should still have Norway, so britian could build an IC in Norway so they can keep building tanks and moving them into the Russian lines later in the game.  Britians purchases for turn 3 should be 6 tanks.  3 for Norway, 3 for India.  Basically with tanks in india you should take Burma and kwantung by the 3rd round.  British units should be mixed in with Russian units in Europe.

      Japan has to build an IC in Asia to match the brits, otherwise They will starve to death and britian will overwhelm the pacific.  Japan most likely will not attack Russia this round.  If they do they will be very weak for the british armor onslaught that will happen in the next few turns.  The Japanese fleet will have to respect the US fleet as well as the British fleet.  Japanese options are limited at this point…

      US… purchases- 2 troopships, 3 infantry, 3tanks, All to be placed in the eastern US.  Combat moves… Move 2 transports, 1 destroyer, 1 tank, 1 artillary, 2 infantry, and 1 bomber and attack algeria.  If you still have China use fighter and attack any troopship of the japanese.  If you still have your fleet in hawaii merge them with your transport and battleship.  You can meet them in wake and attack wake island using 2 fighters, bombardment, and 2 infantry.  This will basically show Japan that you are there and you will attack anything open.  They will have to put some energy towards your fleet.  Don’t attack their fleet, let them attack you.  Carriers defend best and a fully loaded carrier will wipe out a small fleet on defense.  This fleet is basically there to keep Japan honest.  They won’t be able to divert all there attention on mainland asia and if you don’t lose your fleet, you don’t have to build anything else until Germany gets wiped out.  This will allow you to focus shuttling units into Europe.  Germany will most likely lose interest in Africa by round 2 because of the russian advance and the british buildup in Norway.  Non combat moves… move destroyer from sea zone 20 into 10.  land bomber in egypt.  Move fighter from E. US and land it in britian.  Fighter from W. US lands in Hawaii, or on carrier.  Fighter in China should stay.  Move infantry from sinkiiang into China.  Place new units in Eastern US.  Your purchases for the next few rounds should be the same as your first round purchases.  If Germany doesn’t attack your transports in sea zone 12 their next round, you can send them back to the US to bring more units later, or you can keep them around Europe and land them in places in europe to help with taking it.  Doing this constantly will keep Germany pressured from 3 sides and you will limit their options.

      After you get Germany weakened by round 2, try and develope combined bombardment, with Britian and the US.  This will give you more firepower later on.  If you get combined bombardment, you can buy 2 destroyers for every one battleship.  Thats twice the amphibious firepower for your money.  If you build a fleet with at least 2 fully loaded carriers, 4 destroyers and, and at least 4 transports, you will have a powerful navy that has alot of bite.  Play with it and see what happens.  I promise, you will never purchase a battleship ever again.

      The key to this stratagy is teamwork.  There will be times that Britian and the US will play a supporting role to Russia.  Russia will have to do alot of the dirty work, but during the British and US turns, they will reinforce the Russian lines.  The British and Us bombers should strategic bomb germany every round.  For every dollar germany loses thats one less tank or infantry that they can buy.  Every bit helps.

      Stick to the gameplan I set up, and the allies will have Europe captured by round 5 or 6.  Japan will be weakened drastically and will fall by turn 10.

      Try this out, and let me know what happens.

      posted in Axis & Allies Revised Edition
      jbriggsJ
      jbriggs
    • RE: UK's opening round

      I say always build an IC in India turn 1.  Build 1 transport, 1 infantry, and 1 artillary to place in SZ3 at end of turn 1.  Use your carrier fighter and sink the transport in SZ59.  land it back on carrier.  Bring your destroyer from 15 and merge it in 35. Bring your fighter from Egypt and land it either on the carrier or in india.  Use your sub in australia and attack japan sub in the solomon islands.  You can move your australian transport towards new zeland and see if Japan will move it’s fleet towards hawaii.  Keep your fleet by india for this turn and see what Japan does with their fleet.  Remember your fleet is to weak on offense during turn 1, but it is stronger than japans fleet defensively if they attack you.  You’ll have 1 carrier, 2 fighters, 2 destroyers, and one transport.  This meaning you’ll be rolling 3 3’s, 2 4’s, and 1 1 on defense.  They will attack with (1) 4, (1) 1, and (1) 3 on offense.  They probably won’t attack and will move their fleet towards Japan, leaving borneo wide open for you on turn 2.  Since you moved your transport up from australia on turn 1, you’ll be able to use your infantry from Australia to take the islands and use your fighters for fire support.  This will allow you to keep 4 infantry from india in india and will keep india protected until you get your tanks built by in turn 2.  turn 3 you should be able to attack burma with 3 tanks and 4 infantry.  Easy victory……

      Use your BB and two transports from britian and canada and amphibious assault Norway with 1 tank, 1 art, 2 infantry if Germany still has it on turn 1.  Turn 2 you build 3 tanks in india and an IC in norway.  Turn 3 you should be building 6 tanks.  3 in Norway, and 3 in india.  Britian can shuttle 3 tanks into russian front lines every turn, and pounding Japanese front lines with tanks every turn.  If you build up on mainland europe with russia, Germany will have to build to match.  If germany keeps on trying to get africa, or builds an AC in the baltic, let them.  That makes Europe that much weaker.

      posted in Axis & Allies Revised Edition
      jbriggsJ
      jbriggs
    • RE: US first 2 turns

      Island hopping is great, but its not critical.  Sometimes just having a presense in the region will do just great.  This is how I build my fleets…… My flagships are my carriers.  They are great for defense and their fighters can support amphibious assaults.  I will have no less than 2.  I then will support my fleet with destroyers.  I try to build 2 for every carrier.  If you build destroyers and in order to get more bang for your buck, get combined bombardment.  This will increase your amphibious firepower drastically.  Basically you’ll be able to do the job of a battleship at half the cost and twice the firepower.  Then build the rest of your force out of transports and a couple of submarines.  If you use this fleet right, you will have everyship being productive on every aspect, offense, defense, and logistics.  Your maximizing your money and strength.  Lets take a fleet of 2 AC’s, 6 destoyers, 2 subs, 4 troopships with 2 tanks, 2 artillary, and 4 infantry.  You attack the phillipines with an amphibious assault.  the 6 destroyers should pretty much wipe out all opposition.  But if not, you have 4 fighters and all the ground units to clean up.  Battle should be over without losing anything.  Your fighters land for fleet defense.  Basically you have a fleet that can hit hard on land and sea.  Your enemy will think twice before hitting you.

      posted in Axis & Allies Revised Edition
      jbriggsJ
      jbriggs
    • RE: American strategy..prove me wrong…Please!!!!!!!!!!!

      I have been playing the game for over 15 years and I have seen many things done with both sides.  I can win with both sides, but no matter what stratagy you use, you have to have teamwork from your ally.  I can usually criple germany in 3 rounds with Russia and use the rest of the allies to clean up germany by round 6.  The key is to be smart and aggressive.  Let me explain, and see if you can adapt this to your style of play……

      This game to me is a game of options… You always have options with what to do every round.  The trick to winning is to limit the enemy to options that they have and increasing yours.  Basically the stratagy that you have played with by bringing your pacific fleet to the atlantic is limiting the amount of options that you have to choose from and making your stratagy 1 dimensionable.  You are basically giving the pacific to Japan and not challenging them.  This leaves Japan the opportunity to focus on the Asian mainland, and that will not do well for Russia and Britian.  No matter what you do in the Atlantic you will not be able to beat the Axis powers.

      This is where teamwork comes in.  Most people I have played against, see’s russia as very weak, and they play them defensively.  I can’t play that way.  My first round purchases for Russia is 6 artillary.  This will do a few things for you…it creates options.  Doing this for your first 3 rounds along with attacking Germany every turn will make you stronger.  Buying the artillery adds an offensive option to you your stratagy.  First round combat movements should consist of attacking Norway with 2 fighters and 3 infantry from karelia.  You will limit the fighter from norway from attacking the british fleet, and it gives you an easy 3 ipc’s.  Then attack west Russia with everything else from russia, your tank in archangel, and artillary and tank from caucas.  You should win both battles with little loss.  Your non combat phase, move 3 infantry from archangel into Karelia and land 2 fighters into karelia.  Move 2 infantry from kazakh into Caucasas.  2 infantry from yakut to Buryatia.  2 infantry from novosibursk into sinkiiang. 2 infantry from E.N.O into Novosibirsk.  Move your submarine from sea zone 4 to 2. Place your 6 artillary into caucasas.  What this does is creates a wall for germany to attack.  If Germany goes on the offensive they will be very weak for a counter attack by britian and russia.  Caucasas will have 5 infantry and 6 artillery to defend with.  Karelia will have 3 infantry and 2 fighters to defend with.  West Russia will have 3 tanks, artillery and at least 1 infantry to defend with.  If Germany attacks either one of these they will have to attack in force.  They will be hurt badly and then you’ll be able to clean up with your other units the next round.  Doing this will put you at +5 ipc’s for your next round.

      If I am Germany my focus is to keep britian land locked.  I usually will use 1 sub from zone 8 to attack 2.  Fighter from Norway and bomber from Germany to attack sea zone 2 also.  Sinse Russia took norway, Germany no longer has that fighter.  So you limited Germany on its options.  Germany lands a tank and an infantry into Norway and captures it losing the infantry.  Germany loses the sub and bomber leaving the battleship and troopship for britian.  German bomber hits the Russian Sub for fodder.  germany then attacks your battleship in gibralter and you lose that, at a cost of 1 fighter for them.  Basically your British fleet is still intact for future assaults on Europe.

      Britian… Purchase 1 IC to be placed in India and 1 troopship, 1 infantry, 1 artillary to be placed with northern fleet at Sea zone 3.  Combat moves should be bringing a tank from canada and infantry from britian to land in Norway.  Bring BB from sea zone 2 to 3 for bombardment with troopship carrying 1 tank and another infantry from britian for support. You can use your 2 fighters to attack German surface fleet in the baltic.  Your bomber can support the fighters, but Taking more money from Germany is more important.  Use sub from australia and attack Japanese Sub in sea zone 45.  Use carrier fighter to attack transport in 59.  You want to maximize your limited naval strength in the pacific for defense.  Don’t attack the Japanese fleet. But make them chase after you.  I’ll explain later.  Non combat moves…land fighter back on carrier.  Bring fighter fromegypt and land it in india for support.  Move infantry from jordan to egypt.  Infantry from persia to india.  Infantry from S. Africa north.  Land fighters from baltic back in britian.  Bomber the same.  Move destroyer from sea zone 15 to the rest of the fleet in 35.  Place new units with fleet in sea zone 3.  New IC in India.  Britians goal is to attack Japanese interests in Asia, limiting their options for attacking Russia.  Build 3 tanks in India the next few turns and keep putting 1 infantry, artillary, and a troopship in the atlantic.  The next round you should still have Norway, so britian could build an IC in Norway so they can keep building tanks and moving them into the Russian lines later in the game.  Britians purchases for turn 3 should be 6 tanks.  3 for Norway, 3 for India.  Basically with tanks in india you should take Burma and kwantung by the 3rd round.  British units should be mixed in with Russian units in Europe.

      Japan has to build an IC in Asia to match the brits, otherwise They will starve to death and britian will overwhelm the pacific.  Japan most likely will not attack Russia this round.  If they do they will be very weak for the british armor onslaught that will happen in the next few turns.  The Japanese fleet will have to respect the US fleet as well as the British fleet.  Japanese options are limited at this point…

      US… purchases- 2 troopships, 3 infantry, 3tanks, All to be placed in the eastern US.  Combat moves… Move 2 transports, 1 destroyer, 1 tank, 1 artillary, 2 infantry, and 1 bomber and attack algeria.  If you still have China use fighter and attack any troopship of the japanese.  If you still have your fleet in hawaii merge them with your transport and battleship.  You can meet them in wake and attack wake island using 2 fighters, bombardment, and 2 infantry.  This will basically show Japan that you are there and you will attack anything open.  They will have to put some energy towards your fleet.  Don’t attack their fleet, let them attack you.  Carriers defend best and a fully loaded carrier will wipe out a small fleet on defense.  This fleet is basically there to keep Japan honest.  They won’t be able to divert all there attention on mainland asia and if you don’t lose your fleet, you don’t have to build anything else until Germany gets wiped out.  This will allow you to focus shuttling units into Europe.  Germany will most likely lose interest in Africa by round 2 because of the russian advance and the british buildup in Norway.  Non combat moves… move destroyer from sea zone 20 into 10.  land bomber in egypt.  Move fighter from E. US and land it in britian.  Fighter from W. US lands in Hawaii, or on carrier.  Fighter in China should stay.  Move infantry from sinkiiang into China.  Place new units in Eastern US.  Your purchases for the next few rounds should be the same as your first round purchases.  If Germany doesn’t attack your transports in sea zone 12 their next round, you can send them back to the US to bring more units later, or you can keep them around Europe and land them in places in europe to help with taking it.  Doing this constantly will keep Germany pressured from 3 sides and you will limit their options.

      After you get Germany weakened by round 2, try and develope combined bombardment, with Britian and the US.  This will give you more firepower later on.  If you get combined bombardment, you can buy 2 destroyers for every one battleship.  Thats twice the amphibious firepower for your money.  If you build a fleet with at least 2 fully loaded carriers, 4 destroyers and, and at least 4 transports, you will have a powerful navy that has alot of bite.  Play with it and see what happens.  I promise, you will never purchase a battleship ever again.

      The key to this stratagy is teamwork.  There will be times that Britian and the US will play a supporting role to Russia.  Russia will have to do alot of the dirty work, but during the British and US turns, they will reinforce the Russian lines.  The British and Us bombers should strategic bomb germany every round.  For every dollar germany loses thats one less tank or infantry that they can buy.  Every bit helps.

      Stick to the gameplan I set up, and the allies will have Europe captured by round 5 or 6.  Japan will be weakened drastically and will fall by turn 10.

      Try this out, and let me know what happens.

      posted in Axis & Allies Revised Edition
      jbriggsJ
      jbriggs
    • 1 / 1