Oh, I live in Austria. You know, the country A. Schwarzenegger comes from. Here we don’t have a food channel, 11pm is not what it’s supposed to be and Iron Chef America I’ve never seen either … but I know Wagner and his Ring of the Nibelungen :-)
Posts made by Jule
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RE: Axis and Allies TV show idea: Iron Generals
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RE: Axis and Allies TV show idea: Iron Generals
I’ve never seen Iron Chef, so I don’t exactely know what it is like, but sounds quite funny - I’d watch it if it was on air here :-)
Do you know Takeshi’s Castle? This would be excellent sample for an A&A show ;-)
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RE: Germany Navy, Again
If you want to build a Transporter too, you almost need to place it in the Baltic along with the Carrier. In turn 2 you can combine your fleet just as usual and if you need to, just piss off into the Med. Now you should have three transporter to support africa. While you almost ensured that there’s no early allied landing in ALG (because you could sink an allied fleet in AZO in Ger2 with Medfleet + Air).
But is the third transport for Germany worth it? I don’t know.
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RE: Kriegsmarine???
Although I don’t say that it is impossible to win in round 4-5, but it’s absolutely unlikely against a player of the same experiencel-level. Of course a mean dicey can lead to a desaterous end very early, but that’s not the normal case. LEN and IND may not be a big problem for the axis, but under normal cicumstances you shouldn’t be allowed to rush to MOS that fast.
If you absolutely ignore the Kriegsmarine, the british player should be able to threaten everything between NWY and WEU in his ~ third round. A solid german navy is also vital in the late-game to defend the mediterian. Joined up by japanse capital ships, it provides a good defense against american amphibious assaults in the south/southeast. -
RE: How old are you and when did you start playing
I’m 19 and play AAR about one year ago for the first time. So, I guess I’m not only among the youngest Axis&Allies players, but also the only female player - at least the only one I know.
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RE: Unit placement question
You can also download the ABattleMap. There you can see the correct unit placement.
http://www.flames-of-europe.de/modules.php?name=Downloads&d_op=viewdownload&cid=2
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German Battleship
Now I’ve got a very specific question and wanna listen to your opinion. What shall one do with the German BB in CMD in Round 1?
There are in general two things you can do:-
Attack the British BB in WMD with your BB, Sub, X Ftr and conquer GIB with your Tran.
1a) Use the sub to kill the lone British Transporter near ECA. -
Sink the British Des in EMD and use the Tran to assault with 2 more Units in EGY.
2a) Sink the Des with Ftrs and Offshore Bmb EGY.
At the moment I tend to say that option 1) is the most effective, but only if you buy an AC for BAL, else your Baltic Fleet can be sunk by 2 Ftr + 1 Bmb from UK and you can’t combine your navy anymore, which makes your move obsolete.
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RE: Carrier question…..
Oh, I’m sorry, ich used the acronyms used in the “ABattleMap” which are very common to use on the internet. It’s easier to remember the acronyms than the numbers of the seazones.
HAW = Island of Hawai
EPO = Z52
NPO = Z57
EJS = Z60
BRY = Buryatia
WUS = Western US -
RE: Carrier question…..
I tried to say: It takes a move to launch a Ftr from a Island (Hawai to EPO is one move), but it takes no move to launch a Ftr from a carrier.
For example: HAW-EPO (1), EPO-NPO(2), NPO-EJS(3), EJS-NPO/BRY(4). A Ftr from the island of Hawai could attack EJS and land on a carrier in for example NPO or in BRY, if it belongs to your side.
If they start from a carrier in EPO, it would look like this: EPO-NPO(1), NPO-EJS(2), EJS-NPO(3), NPO-EPO(4). So they could land on a carrier in EPO, but not on the island of Hawai.And, well, you’ve just shown me a mistake of mine. The two Ftrs from WUS can engage EJS and land on your carrier that would be in EJS after the battle. If your carrier is sunk, your Ftrs won’t die instantly, but at the end of your Non Combat Move. They will participate till the end of the battle, but crash afterwards. So in this case I’d advise you to take your planes from WUS as casulties first and not the Carrier.
Only defending planes can retreat 1 move to a landzone/island, if their carrier is sunk in battle and they survive.
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RE: Carrier question…..
I’m not a natural english speaker, so maybe I got something wrong, but I’d say NO, you can’t do this!
You can attack with 2 Ftrs and a carrier from 52 to 60 (2 moves) and you can attack with 2 Ftrs from WUS (4 moves) too. But when it comes to land anywhere you get the problem. The two Ftrs from WUS absolutely need to land here on the carrier (only if the carrier is sunk in battle they can land in JAP or BRY if they belong to the allies, else they will crash).
Now the 2 Ftrs from 52 need to land somewhere in the range of 2 spaces. They can land in BRY, FAR, YAK and they can fly back to 52 if you move another carrier there in your NCM, but they can’t land on Hawai itself because to land on an island needs another (fith) move.I hope I got everything right and explained it in a way you can understand.
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RE: Chip solution
We always use the control markers as red chips, if we need more chips.
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RE: When u think, u've seen it all….
Maybe he wanted to place a BB there next turn :D
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RE: Battleships, AA guns and Opening fire step.
They fire before the first round actually begins only. And you remove the casulties before the battle begins.
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RE: Russian first round
I’d advise that you give Karelia up in R1. If you build 3 Inf, 3 Arm and are a bit lucky with your rolls (attacking at least WRU, maybe UKR), it’s even possible to drive German forces out of Karelia in R2 (although not likely).
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RE: German Opener/Strategy (Slightly long-winded)
Hi Hannibal (ante portas),
In fact, I agree with pretty much you said. Surely I couldn’t keep up with your tactical understanding when A&A was new to me. So congratulations at first.
Nevertheless there’s some more input. Just my humble opinion:-
Except of the Baltic AC in your first round, ships usually don’t buy for Germany. If you really want to build 1-2 Subs/Trans in the Baltic each turn you’ll have to stay there with your own navy or they’ll be sunk immediately with british airforce. UK and US can together close you up in the Baltic and wait for your attack, of course it will be costly for them, but usually more expensive for you.
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You are quite right about going through the north is a superior strategy. Karelia is a very strong position for both sides. As the axis you should take and hold it in the first round. UK has different options to support Russia. His support in NWY can be strafed to death by your forces in Karelia. Better to cut of your supply lines in EEU after your Baltic fleet is removed. Or, most likely, he can support Archangel, so you’ll meet the main UK/Rus forces in ARC.
If you wanna go south through UKR, Russia will concentrate it’s forces in CAU and the UK can take a lot of your income away from you. You won’t be able to trade more than one territory with Russia (WRU), but it’s harder for Russia to trade a lot of countries (due to the max. of 3 Ftrs)
In fact, I most likely wait in KAR until the japanese player puts preassure on Russia which forces the allies to retreat on my front, then I take a step into WRU. -
Don’t underestimate a US counterattack on Pearl Harbour. Especially if the go KJF it’s very hard to replace your lost navy again. An aggressive british opening in the Pacific and a Pearl counter, 2 ICs in IND and SIN and Japan is in big trouble.
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You are quite lucky that your Russian player is rather predictable. Maybe he should be more aggressive, attack UKR, build some tanks or even a Ftr, etc.
These are just my opinions and can, of course, vary in different games and against different ways to play. I hope this gives you some input.
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RE: Questions about italy in world war 2
I don’t know in which year you want to start, but Italy they occupied Greece later on.
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RE: Traditional or Alternate?
Well, in fact I only played the Standard Setup, but not because of my narrowminded view - I just don’t know where to get an alternate setup. Do you just mean to change the setup yourself; I think I could never balance things out. Or is there any “fair” alternate setup on the internet? Are you maybe talking about this Kremlin thing, I think there are some things different.
Something close to the topic: http://axisandallies.metalsaber.com/
I really love this guy. He draws his own maps and changes some rules to fit into his scenerios. Nevertheless I have to admit that I could never play one of these scenerios myself, because none of my friends wants to. Especially the Balkan and Cuba scenerios look great and like lots of fun. -
RE: Bid or NA
I think NAs are no fun, they are too imbalanced and some of them are really cheap; especially the two mentioned above.
edit: “Oh, cool, I got lend-lease, so I can’t lose anymore. Do you want to give up immediately?”
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RE: Which nation requires the least skill to play as?
I disagree. Russia is much more limited and thatfor easier to play. Although an error can cause severe damage to the allied defense you can use the same strategy again and again without doing lot’s of things wrong. Stand your ground in WRU/ARC and NOV is what Russia is doing most of the time. They don’t even have difficult purchase decissions, lot’s of Inf and a few Arm are never wrong.
edit: As I said in the other thread, in my humble opinion, Japan is the most difficult nation to play.
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RE: Which nation requires the most skill to play as?
I think Japan is the most difficult nation to play. It’s more likely that Germany falls than Japan, but this doesn’t mean you need more skill to play them. You often just hold LEN and trade until close to the end.
Japan has to “carry” the game for the axis. They have to be very fast and aggressive, they can have a lot of open fronts and can’t just stand their ground as Germany can.
Even more difficult it is to counter a proper KJF with Japan. To defend all your territories in Asia and protect all your damn islands seems to be nearly impossible or at least it demands a lot of skill. My two cents.