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    Lil Blue Spider

    @Lil Blue Spider

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    Best posts made by Lil Blue Spider

    • RE: [Global 1940] My own three house rules (need HBG markers and units and battleships from A&A 1941)

      Be wary when making house rules what your “historical accuracy” does for gameplay.

      None of these three are very well-defined and bounded, leaving them open to mistakes, rule-disagreements and abuse.

      For example, can I negotiate with my ally that in return for sending one German airplane squadron to help against China, I will get German control of a factory on the Chinese coast? Quite the game changer if suddenly Germany can build in the Pacific! Or better even: can the Brits have an agreement with the USA that if they build a factory in Egypt and the Americans help defend it they get to take control of it?
      And what is a ‘Capital ship ability’?
      Etc. etc.

      So, in short:
      Number 1 just adds a whole load of fiddly upkeep stuff to an already long game, and significantly weakens China.
      Number 2 breaks the game.
      Number 3 is not needed, nor historically accurate, nor improving gameplay.

      Nice starting point if you intend to make houserules: https://www.axisandallies.org/p/five-tenants-good-house-rules-axis-allies/

      posted in House Rules
      L
      Lil Blue Spider

    Latest posts made by Lil Blue Spider

    • RE: [Global 1940] My own three house rules (need HBG markers and units and battleships from A&A 1941)

      Be wary when making house rules what your “historical accuracy” does for gameplay.

      None of these three are very well-defined and bounded, leaving them open to mistakes, rule-disagreements and abuse.

      For example, can I negotiate with my ally that in return for sending one German airplane squadron to help against China, I will get German control of a factory on the Chinese coast? Quite the game changer if suddenly Germany can build in the Pacific! Or better even: can the Brits have an agreement with the USA that if they build a factory in Egypt and the Americans help defend it they get to take control of it?
      And what is a ‘Capital ship ability’?
      Etc. etc.

      So, in short:
      Number 1 just adds a whole load of fiddly upkeep stuff to an already long game, and significantly weakens China.
      Number 2 breaks the game.
      Number 3 is not needed, nor historically accurate, nor improving gameplay.

      Nice starting point if you intend to make houserules: https://www.axisandallies.org/p/five-tenants-good-house-rules-axis-allies/

      posted in House Rules
      L
      Lil Blue Spider
    • RE: Amphibious assault with a scramble

      You probably want to post this in another forum part, but I’ll try to answer it anyway.

      So assuming your amphibious assault is done with transport(s), 1 destroyer and subs and the defender scrambles an air-force that kills the destroyer. In this case the transport(s) has/have no defense left against the air assault and will start taking the next hits. They can retreat at the start of the next combat round if those initial hits are not enough to take them down however.

      The subs are not relevant for this combat since there is no legitimate target for them anymore.

      posted in Axis & Allies Global 1940
      L
      Lil Blue Spider
    • RE: Looking for TripleA email players

      I’d be willing to give this a try too! Preference for Global 1940. Hit me up at frank.i.de.jong [at!] gmail dot com if you are interested.

      Do note I’ve only once played on TripleA before, so might be a bit of trial and error sometimes!

      posted in Find Online Players
      L
      Lil Blue Spider
    • RE: Tjoek's Global 1940 setup charts: Updated Jan 31st

      Nice work Tjoek!

      Small thing: maybe instead of M/m for Industrial Complexes use L/S? The difference right now is easy to overlook if you ask me. And Large/Small should readily translate to Major or Minor right?

      posted in Customizations
      L
      Lil Blue Spider
    • RE: Mare Nostrum

      Again, you are spreading yourself way too thin here!

      S111 = 1 sub, 1 battleship, 1 fighter, 1 tactical bomber

      -> Scottish Fighter Scrambles, making it a fight slightly in the favour of the British. (2, 4, 3, 4 against 2, 3, 4 and 4, but you will lose one 4 if your fighter has to go down).
      In S110 you are bound to lose a fighter.

      Normandy and especially Southern France are gambles and you will likely lose a lot in France itself especially if that AA hits something. S91 is not in your favour either.

      Not to mention that in this plan you would be sending 3 German transports without any form of escort down. With the RAF (or even the French fighter from London) looking for every opportunity to take that down, you would only really be safe if you stuck to Italian seas and a scramble there. But then, that defeats the purpose of sending them down in the first place.

      Not to mention this would all leave London free to do as it pleases with 2 transports and 2 destroyers left and no real worries about the Luftwaffe which you send down to the Med. And Russia might also just go more aggressive as long as it sees you are not in a position to attack yet and stack on your border.

      Do not get me wrong, I favour an empower Italy strategy. But you try to do everything at the same time and that usually means all will fail or succeed with marginal troops left over. The advantage that Axis turn 1 have is a sheer might of numbers. Do not easily discard that in your plans. Overpower, do not go for even fights where the allies stand a chance with a good roll of the dice.

      posted in Axis & Allies Global 1940
      L
      Lil Blue Spider
    • RE: Mare Nostrum

      @Afrikakorps:

      Italian Builds
      I1: Transport
      I2: Minor Factory in Greece
      I3: Airbase in Greece, 2 Transports in S100
      I4: More Troops

      Italy Turn 1

      Purchase new units
      1 Transport

      Combat Movement
      Greece with 1 Bomber, 1 Tank, 2 Infantry
      Yugoslavia with 2 Artillery, 2 Infantry
      Gibraltar with 1 Tank, 1 Infantry
      Tunisia with 1 Mech, 1 Artillery, 1 Infantry
      Alexandria with 1 Tank, 1 Artillery, 3 Infantry
      Anglo-Egyptian Sudan with 2 Infantry, 1 Artillery
      Kenya with 1 Infantry
      S93 with 2 Fighters, 1 Destroyer, 1 Submarine
      S92 with 1 Cruiser, 1 Transport (1 Tank, 1 Infantry

      Although I have only just registered, your post sparked my interest since I love tinkering with strategies in the Med and the Middle East ever since starting to play this game. This certainly is an unorthodox idea, even for me!  😛
      I do have a couple of questions though. Mainly because you assume both a very passive British player and, it seems, some very lucky dice rolls on your part.

      On your first move, you try to take Greece with your Strat Bomber and the troops from Albania. That is a battle of two 1’s, a 3 and a 4 against four 2’s. Not very much in your favour… yet detrimental to your entire plan should it fail. Now you mention you do not like calculating battles, but if I put this one through the calculator anyway, you only have a 65% win. What’s more, the average unit left is close to 1, meaning you will have to sacrifice your Strat Bomber most of the time in order to claim Greece. That does not make for a very good Italian first turn I would say.

      Furthermore, you plan to take Algeria, which will by then have 2 French Inf, with your leftover(!) troops from Tunisia: 1 Mech, 1 Inf, 1 Art. Not only is that fight only marginally in your advantage again, this is assuming you lost nothing before. If you did, its at best an equal fight, at worst a French overweight.

      There are more examples of this, but you get the general idea now.

      Besides this tendency to overestimate your own rolls and underestimate any possible counter moves, you also make some straight out errors. As pointed out by others here, there is likely a left-over British fleet in S97. I assume the Luftwaffe takes this out for you? This does however mean like they pointed out, that you gain less income and cannot possibly build a transport in S97 on I1 right - unless I am mistaken and missed some rule?

      Last, I am puzzled as to what Germany does exactly. You mention building a transport on G2. Then how does Germany do an attack on G3 with 4 infantry?

      posted in Axis & Allies Global 1940
      L
      Lil Blue Spider