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    Posts made by KillOFzee

    • RE: German Opening Against UK Navy

      I have tried the 10 inf buy myself once, but I noticed that it severely reduced my flexibility. I bought 9 transports the second turn, but since I had no navy after sending my battleship to 111, it made landing in England a for sure loss of those transports once US entered the war (they bought several bombers in preparation for sea-lion).

      @WILD:

      From what I gathered his plan is to destroy the main fleet of the Royal Navy (battleships), and threaten the UK directly w/German navy builds. He’s looking for UK to either turtle up, or be very bold (scramble, which could be devastating to them) and maybe help out Italy along the way. He’s trying to limit the capabilities of the UK for the first few turns, and maybe do some convoy or SBR if the opportunity arises. He wants to proceed from there with a full scale ground attack to the east, while keeping his options open for Sea lion if UK does something stupid.

      I know that is a lot of navy for the Germans to buy right off the bat, but it can be used to land in the Russian north, move out into the Atlantic temporarily, even send some ships to the Med if he wants. I say if your going to buy navy for the Germans, then don’t pussyfoot around. If your going to buy an AC, then its been my experience you need a dd to help protect the German fleet so it can move out.

      Don’t get me wrong, I have went over board w/navy builds for the Germans that has cost me games (stalls your Barbarossa). You can’t continue down that path (other then a few subs), but it will force the allies to over purchase navy for the Europe side because of your capabilities. It can work as a distraction, or get the US to split income between E & P (a US spiting income evenly generally means it is weak on both sides).

      This is exactly what my strategy entails. If the UK does scramble, then you have a much easier time with sea-lion, since you can do an easy land in Scotland on G3 (after convoy disrupting on G2 for 8 IPCS) and then attack on G4. Plus, in the battle for London, I would gladly exchange some of my German air power for the UK’s, as that is their only real saving grace.

      If I don’t intend on doing Sea-Lion, I can easily convoy and SBR for two-three turns, which for me has always helped out Italy since England still has to prepare for sea-lion, leaving little money for South Africa or any extra planes to go to the Med.

      @knp7765:

      Also, I send subs after both SZ 106 and SZ 109 so I can kill those British transports. I just can’t stand leaving Britain with any transports to make landings. What often happens is if the Transport in SZ 109 is left, they plop a couple of infantry down on Holland/Belgium, which is usually left empty from attacking Normandy and France. It may only be a small force that is easily destroyed, but it irritates me having to do that, plus possibly losing more German land units.

      Since most of my planes have to land in Holland/Belgium, this is not a problem. I just move some AA from West Germany there to prevent losing any planes in case UK suicides.

      posted in Axis & Allies Global 1940
      K
      KillOFzee
    • German Opening Against UK Navy

      Here’s what I’ve been doing for most of my games as Germany.

      G1:
      Purchase:
      1 AC, 1 DD, 1 SS

      Moves:
      2 fight, 2 tacs, 2 ss to SZ 111 (79.8% chance victory w/scramble)
      2 fight, 2 tacs, 2 strat bombers, 2 subs to SZ 110 (78.5% chance victory w/scramble)
      1 ss to sz 106

      I leave the BB in sz 112 with the cruiser and transport, and then place my AC, DD, and SS there at then end of my turn for a large combined fleet.

      This is my setup for Barbarossa, since after the first turn, I can focus 100% on moving into Russia.

      I am just wondering if this strategy is the best way to damage the UK fleet and lock them down for a while. To me it seems that with both of their main navies destroyed, they only have a few destroyers in the Atlantic and cannot possibly hope to be aggressive near Europe until at least turn 5 or 6.

      posted in Axis & Allies Global 1940
      K
      KillOFzee
    • RE: Which country do you go with now that you know how to play a3

      @Cow:

      I used to do the whole balanced buy thing, but the problem is… when it works… the game goes past round 10 and no one wants to play anymore.

      A board game kinda has to wrap itself up after so many hours. Usually the axis try to do it, but some people are special and you got to make them race.

      Amen to that, it can sometimes be mind numbing when the game becomes a battle for egypt.

      posted in Axis & Allies Global 1940
      K
      KillOFzee
    • RE: Super Stack or Stupid Stack?

      How can Russia win any small skirmish from an economical standpoint? The Germans will generally have three main stacks, supported heavily with infantry. What is the point of attacking the Germans if all you are going to do is trade infantry, especially if the Germans have mechanized units ready to reinforce?

      I guess the overall question I’m asking is, if Russia kills 10 German infantry at the expense of 10 Russian infantry, is that a successful attack?

      posted in Axis & Allies Global 1940
      K
      KillOFzee
    • RE: When do you begin Barbarossa?

      What kind of Strategy are you guys using for G2? It just seems that you will have no reinforcements and will be more susceptible to counter attack. I’ve never done it, so I have no idea.

      posted in Axis & Allies Global 1940
      K
      KillOFzee
    • RE: Flagships

      Cool idea, so at the end of a Battle, if the Flagship was hit only once, the next battle it would have the chip under it again?

      posted in House Rules
      K
      KillOFzee
    • RE: When do you begin Barbarossa?

      I choose G4. By going G4 you can move twice as many units on the front for the initial wave, lessening the chance for counter attack. I build a minor IC in Romania, and coupled with the infantry from Bulgaria I can add 10+ units to my southern force in time for the initial attack. G4 gives you time to position all your initial units anywhere you want them to be. Also, you can dedicate your airforce and Navy to 3 solid rounds of crippling the UK or helping out Italy.

      posted in Axis & Allies Global 1940
      K
      KillOFzee
    • When do you begin Barbarossa?

      I asked this question a while back, but since Alpha 3, I have heard of many different options for Germany in terms of attacking Russia.

      So on which turn do you attack Russia?

      Please explain why, and if you want to be elaborate, explain where and what you attack with.

      posted in Axis & Allies Global 1940
      K
      KillOFzee
    • RE: If I were Larry, I would…

      If I were Larry, I would…

      1. Get rid of new convoy disruption rules
      2. Allow all interceptors to fire at 2
      3. Add 1 infantry to Tobruk
      4. Add 2 Anti air guns and 1 Tank to Burma

      posted in Axis & Allies Global 1940
      K
      KillOFzee
    • RE: German Baltic Transport Shuck

      @WILD:

      Wow that sucked, did you surrender right there and start a new game. Russia can’t lose ftrs w/no gain LOL

      We did,  but it was only a Europe games, so no harm done.

      posted in Axis & Allies Global 1940
      K
      KillOFzee
    • RE: What Do Do With French Units (F1) That Survive German Attack

      Robbie,

      1. The Brit will not let you hit his fleet G2.
      2. You have to get 2 hits with the subs in order to kill the transport in sz 109 (1/9 chance)
      3. If you do a standard attack on France (7 inf, 3 art, 4 mech, 6 tank, 1 tac), you have 100% chance of victory
      4. The UK is not at threat from sea-lion if they build 1 destroyer and and then 6 infantry.

      Again, you have a good concept, but you leave England too powerful by not attacking 110. You seem as if sz 110 is a bad maneuver, but it looks as if your over arching strategy is too weak to compensate for the lack of an attack on 110.

      posted in Axis & Allies Global 1940
      K
      KillOFzee
    • RE: What Do Do With French Units (F1) That Survive German Attack

      I understand, so the UK purchases a destroyer on the same turn that he moves his fleet in sz 106. Next turn he finishes you wherever you run, and his fleet is safe. So by round 3 you will have lost the second set of subs.

      posted in Axis & Allies Global 1940
      K
      KillOFzee
    • RE: What Do Do With French Units (F1) That Survive German Attack

      @robbie358:

      111 is the sea zone I want, because it has a destroyer.  If I’m not mistaken, he can only sortie one plane into 111, the one from Scotland.
      And how does he buy a destroyer in SZ106 if I have two subs there to kill it?  And why would he do that anyways, if he’s at all worried about sealion he’ll build infantry in the UK.

      My problem is with the fact that people attack SZ110, but don’t listen to me.  Leave those UK destroyers alone, so they wipe out your subs, and don’t send any planes into France.  Good luck with that.

      I’ll stick with my Germany plan, it’s worked every time.

      You’re right, forgive me about that sea zone mix up.

      I also don’t understand how attacking sz 110 is such a bad maneuver. I still take France with maybe a few hits on my artillery, but never with my tanks, and I only send 1 tac to France.

      And when it comes to subs, you’re not using them correctly, so it really doesn’t matter that you’ve protected them for 1 round. If you have 2 subs in sz 106,all the UK player has to do is attack your subs with his cruiser and battleship and you’ve lost another 2 subs. So by the end of the 2nd round, you have lost all 5 subs and the UK player still has some important ships surviving. Now you are forced to build even more subs to gain any value from destroying the destroyers.

      But at any rate, I have no doubt that you have had success with your plan, I just think that you have some significant flaws.

      posted in Axis & Allies Global 1940
      K
      KillOFzee
    • RE: What Do Do With French Units (F1) That Survive German Attack

      Robbie,

      @robbie358:

      All destroyers gone, France falls in probably one turn.  You lose 5 or 6 infantry, keep all artillery, mechs, and tanks.  The UK fleet is inconsequential, as they can’t hurt your subs.  They’re down to two cruisers and a battleship.  Then your 3 bombers (build one G1) hit the UK with an SBR, along with the convoy disrupts, and 2 tacs, one each hitting the naval and air bases, neutralizes the UK for quite awile.

      I see you’re general idea but if UK comes out with 2 cruisers and a battleship, they are hardly “neutralized.” UK’s priority is to cripple Italy, and it can easily make it into the Med by UK2, especially if British put a block in sz 94, there’s now way Italy can  land a transport in Gibralter

      Secondly, if you attack sz 110 with just 1 sub, 4 fighters and bomber, why wouldn’t the UK player scramble there? He would have a 78.3% chance of victory, meaning your entire fighter force is gone.

      You’re whole idea seems like a mismanagement of resources. You would sacrifice 2 subs and a bomber to kill 1 DD and 1 TR, only to build MORE subs to cause convoy disruption, which all it takes is to neutralize that is 1 DD buy in sz 106 to kill of any subs in sz 109. You’re essentially doing UK’s job for you; draining precious resources away from the Eastern Front.

      posted in Axis & Allies Global 1940
      K
      KillOFzee
    • RE: Revised Amphibious Assualts

      @arwaker:

      You chose a bad example, as the in “small” battle, the defender doesnt have an artillery. Get two battles, same unit mix, different size (1inf 1art vs 1inf 1art … 2inf 2art vs 2inf 2art) and see, how both battles are affected same.

      Yes but mathematically, a battle with less units will vary in victory percentages then a battle with more units. 1 inf and 1 art vs 1 inf and 1 art will likely be so different as a normal amphibious assault, whereas a 10 inf and 10 art vs 10 inf and 10 art will be dramatically different, because you are channging the dice values for 20 units, where as in the small bale, you are only changing the dice value for 2 units.

      posted in House Rules
      K
      KillOFzee
    • Going Back

      I just started using the TripleA thing today, but I’m used to a setup board, so sometimes I accidently forget to activate a neutral or move some ships around. Is there any way you can go back to different phase in your turn, even if no dice have been rolled?

      posted in TripleA Support
      K
      KillOFzee
    • RE: What Do Do With French Units (F1) That Survive German Attack

      @guy:

      so what would you hit then KillO?

      110, 111, and 106/9?

      i mean you can’t hit EVERYTHING, right?

      I hit 110, 111, and 106.

      sz 110: 2 fight, 2 tac, 2 strat, 2 subs (100% victory if no scramble, 80% with scramble)
      sz 111: 2 fight, 2 tac, 2 subs (97-98% victory if no scramble, 81% with scramble)
      sz 106: 1 sub (toss up)

      And yes, I don’t use the battleship because I don’t want to leave it susceptible to counter attack.

      posted in Axis & Allies Global 1940
      K
      KillOFzee
    • RE: Revised Amphibious Assualts

      @arwaker:

      @KillOFzee:

      It doesn’t really affect small Amphib Assualts, because only the first round changes.

      I dont get that. Small Amphibious Assaults also have a first round. They are as affected as large ones. Or do I understand something wrong?

      Well statistically, if you are going to attack 1 inf, with 1 inf and 1 arty, this rule does not really affect your odds as much as attacking a force of 8 inf and 5 arty, with 7 inf, 7 arty, and any combo of naval bombardment, etc.

      Primarily the only major difference you are going to see is with big Battles like Normandy or Sea-lion.

      posted in House Rules
      K
      KillOFzee
    • Revised Amphibious Assualts

      This rule makes for a more realistic take on assaulting beaches or Islands.

      During an Amphib Assualt, on the first round of combat, attacking infantry cannot be supported by artillery. Also defending artillery is defends on 3 during the first round. Every round afterwards combat continues as normal.

      This rule has solved the “easy sea-lion” problem in some of our Europe games, and it encourages the Germans to actually defend Normandy rather than stack up in France. It doesn’t really affect small Amphib Assualts, because only the first round changes.

      posted in House Rules
      K
      KillOFzee
    • RE: AAG40 FAQ

      Cool. Thanks for the response. And, yes I should have put that I am playing A3.

      posted in Axis & Allies Global 1940
      K
      KillOFzee
    • RE: AAG40 FAQ

      Quick question while on the subject of transports.

      At the beginning of turn 3, 5 German transports are in SZ 114, along with 1 German Cruiser, 1 German Destroyer, and 1 German Battleship. There is also a Russian Cruiser there. If Germany declares war on Russia on that turn, can those transports load units from Germany and make an amphibious assault on Novgorod that same turn?

      What if there is also a sub in sz 115? If the transports have already participated in combat in sz 114, can they do it again in sz 115?

      posted in Axis & Allies Global 1940
      K
      KillOFzee
    • RE: Axis time strategy

      Monkey, every axis player has to do Barbarossa one way or another. Sea-lion generally is impossible to hold no matter what, so it really doesn’t matter when Japan declares war, because if Japan can gain a significant advantage on J2, and the US focuses on stopping sea-lion, than you can easily win the Pacific.

      posted in Axis & Allies Global 1940
      K
      KillOFzee
    • RE: German Baltic Transport Shuck

      Well he generally will buy a DD to supplement his fleet, but other than that, he has a 1 BB, 1 CR, and 1 DD to defend his transports.

      And when we played a Europe game, he had a CR and a DD, so I used both Russian fighters to weaken his navy so I could finish it off with 2 UK bombers. I missed with both fighters and only got 1 hit with the bombers, while he managed to wipe out all four planes.

      posted in Axis & Allies Global 1940
      K
      KillOFzee
    • RE: Axis time strategy

      As Japan Wait until J4 to declare war, and forget India. Go for Sydney and Hawaii.

      As Germany, build a Navy G1, and clear sz 110 and sz 111 completely, but don’t use your battleship. Instead, keep it 112 with the rest of your navy and use it to convoy disrupt UK. It’s okay if you lose some of your airforce dealing with his scrambled fighters; it’s worth destroying the UK airforce.

      Do a G4 Barbarossa and once you have taken Novgorod, slow down moving from the Northern position while you push hard in the south. Once you have control of the Caucasus, you should making plenty of cash to hold back the Western Allies.

      posted in Axis & Allies Global 1940
      K
      KillOFzee
    • RE: German Baltic Transport Shuck

      Well here is a more detailed plan of what I believe the German player is going to do. (This is a face to face game)

      G1: Buys 2 transports, 1 minor IC in Romania
      Attacks sz 110 and sz 111, but not sure about what he will bring.

      G2: buys 2 more transports and any combination of ground units.
      Moves units along the Russian border

      G3 and beyond: Buys 5 inf 5 art (35 IPCs), plus tanks in Romania
      Lands guys in Either Novgorod or Baltic states, together with his land based forces if he chooses the latter.

      My problem is that if he lands all is forces in the Baltic states on G3, he will have a force of 20+ inf, 9 arty, and 6 tanks. Even if I can counterattack, there’s no way I can have any success against it, not to mention being susceptible to counterattacks by his forces in Romania and Slovakia.

      I was thinking that a good strategy might be to buy a bunch of bombers as UK or US, and then smash his transports, because his transports will be in sz 115, and he will not be able to scramble any fighters. What do you think of this?

      posted in Axis & Allies Global 1940
      K
      KillOFzee
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