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    Posts made by Lisi7266

    • RE: Pacific Newbie

      Other than being inexperienced, I can’t say there is anything wrong with your game play. First off, many players have found winning with the Allies to be difficult due to the seemingly easy task a good (or even inexperienced) Japanese player has of gaining the 22 VP’s. There are two things you can do. I have posted a link below to a webpage with the FAQ’s. This will answer many questions you may have on the rules, and will clarify others. Most importantly it has a slightly modified set-up to help balance the game. Avalon Hill admits they may have layed an egg with the VP’s, so make the Jap’s have to gain more than 22, somewhere between 24-28.

      http://www.wizards.com/default.asp?x=ah/faqs/axispacific

      Secondly,if you wish not to mess with the rules and set-up, I suggest looking under strategies on this website. Under Axis and Allies Pacific you will find nearly a dozen excellent strategies written by Saburo S. Covering both Axis and an Allied strategies.

      This is, IMO, the best variant of the Original. It is critical to continue playing it. The more experience you have, the more options you will find yourself finding, and thus the more balance you will find exists in this game.

      posted in Axis & Allies Pacific
      L
      Lisi7266
    • Pearl Harbor

      In my most recent AAP game, I played as the Japanese. We used all standard AAP rules/setups, etc…
      On my first turn I captured all of my objectives: Hong Kong, Sumatra, Malaya, Borneo, Celebres, Dutch New Guinea, Phillipines, Java, Solomon Islands, Midway, Shan State, Kiangsi, and Kwangsi.

      I attacked Pearl Harbor with three ftrs from the carriers, in addition to two subs. The other three ftrs attacked Hawaii. These two attacks were successful, destroying: 2 battleships, destroyer, transport, 2 inf., ftr, bomber. I lost 1 sub and 1 ftr. I thus decided to keep the carriers off of Midway, returning the five surviving ftrs plus the ftr that had supported the Midway landing (from Marianas). I moved the Battleship from Japan to Midway. This massive fleet now comprised of: 3 full AC, 1 battleship, 1 destroyer, and 1 transport.
      I also moved the carrier off FIC to New Britain, joining the battleship there. The third battleship had supported the Java landings.

      IMO this is an impregnable force off Midway. The U.S. would be suicidal to attack it, and it is within range of any U.S. fleet come turn two, as well as being within striking distance of the Coral Sea. Its presence will dictate the enemies movements. Are these good locations for my capital ships and Carriers?

      posted in Axis & Allies Pacific
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      Lisi7266
    • RE: My Thoughts(Rants?) on Axis & Allies

      And the Allies don’t always win, neither do new players always get crushed…regardless of what has been said

      posted in Axis & Allies Classic
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      Lisi7266
    • RE: 40 iPC'S, 4 Victory points.

      Heres a basic summary of the rules my gaming group uses:
      Japan, British Commonwealth, United States, and China all move seperately (US should still play China). The chinese player can use any allied aircraft starting its turn in a space it owns, but must claim the aircraft at the start of its turn. After its turn is over, the aircraft can still be used by the country who owns it. However, china must use the aircraft (on its turn) to support its ground forces. Never can it conduct SBR’s, or attack ships. China plays before the US.

      Set up: The set-up is amended to add crusiers: Japan starts with 1 crusier in each of the follwing sea zones: 36, 45, 34, 26, and 25. The British in seazones 50, 43 , and 30. The United States has 1 crusier in seazone 9, and two in seazone 5. They also start with an extra destroyer in seazone 3. Japan doesnt start with the submarine in seazone 20. Add a british destroyer in seazone 54,and remove the british sub in seazone 29. The IC in Chinas capital is removed (China can place its inf. in any terr. its owned since the beggining of its turn) as is the Industrial complex in Hawaii. Japan must also earn 28 victory points to win, or capture BOTH India and Australia to win. Never can Japan win by capturing the Western U.S. All new rules retaining to units in the anniversary edition are also used, with the exception that cruisers can move three spaces. Also, a enemy unit must be present in a convoy route to disrupt the ipc flow (panama convoy, alaskan convoy, etc….).

      I can’t disagree with capturing Midway over Wake, or Solomons over Gilbert. It all depends on what Japans strategy is. If Japan fails to capture Midway, than moving the CV’s to seazone 25 is a viable option, however. I think that if Japan captures Midway the CV’S should remain in season 20. The battleship from Japan should be moved to seazone 20. This force will decimate any U.S. air attacking force on turn 1, and leave open more options for this fleet to destroy the U.S. navy on turn 2.

      posted in Axis & Allies Pacific
      L
      Lisi7266
    • RE: 40 iPC'S, 4 Victory points.

      Playing with the new rules advises the Japanese to eliminate all potential allied air bases (Guam, Wake) behind the front. If not accomplished, the Americans can terrorize Japanese transports, or even bomb Japan if the Chinese capture Shangtung or Manchuria.

      posted in Axis & Allies Pacific
      L
      Lisi7266
    • 40 iPC'S, 4 Victory points.

      Japan can take the following turn 1 with relative assurance and ease (for ipc value): Malaya(4), Java(4), Sumatra(3), Borneo(3), Phillipines(3), Hong Kong(2), Celebres(1), and Dutch New Guinea(1). Total ipc gain: 21 ipc’s; for a total of 40. For strategical purposes, the following: New Britain,Wake, Guam, Gilbert Islands,and (if possible, not crucial): Kiangsu, Kwangsi, Shan State, Anhwe, or Solomon Islands.

      After raiding Pearl Harbour, return the carriers to the Marianas. Move the other carrier to join the Battle ship off of Java. Move the battleship from Japan to the Caroline Islands. The other battleship should already be off of New Britain.

      I will be posting a detailed Strategy for all three(four) countries under ‘strategies’ soon.

      Bear in my mind that I am playing Pacific with added cruisers from AARe, and with the amended prices, defense/attack values, as well as the new sub and transport rules.

      posted in Axis & Allies Pacific
      L
      Lisi7266
    • RE: MY review

      Poor Review

      posted in Axis & Allies Anniversary Edition
      L
      Lisi7266
    • RE: Unit abilities

      @italiansarecoming:

      ahh like my bnet game i get the subs just to make my oppenent to buy destroyers
      (when im naval japan i get subs for like 1340gold anyways and i make 2 so my oppenent makes like 3 destroyers that i pick off with plaens at the earily yeard 1941-1942 after that i lose unless asia is taken (india is a choke piont)

      Dude, take your time when you type. Relax…It helps when we can read and understand what you are trying to say.

      posted in Axis & Allies Anniversary Edition
      L
      Lisi7266
    • RE: Unit abilities

      @Bluestroke:

      , the Russians, can you imagine being told to charge across a battlefield without a weapon and told to pick one up from your dead comrade, ouch.

      It was more likely that Russian soldiers were sent into battle ill-equipped in WW1. Rare was it when Russian soldiers were sent to fight weapon-less in WW2. In fact, it almost never occured. I hope you aren’t getting your history from movies such as ’ Enemy at the Gates '…

      posted in Axis & Allies Anniversary Edition
      L
      Lisi7266
    • Case Blue

      Is anybody familiar with the game ‘Case Blue’ or any other games that use the Operational Combat System for game play?

      posted in Other Games
      L
      Lisi7266
    • RE: New Release Date - November 18?

      I’m seriously reconsidering purchasing this game

      posted in Axis & Allies Anniversary Edition
      L
      Lisi7266
    • RE: Adding Italy

      Hitler also woefully underused certain Italian units. In Case blue, Hitler chose not to send the elite Mountain Itlalian units to help conquer the Caucasus. These Crack Alpini soldiers trudged along the hot, flat plains of southern Russia in the summer of '42, guiding mules while keeping their now useless climbing gear under canvas, close at hand but far from use. These men along with other elite Italian units were used as a ‘barrier’ between the Hungarians and Romanians (two historical enemeis) in the sixth armies left flank at Stalingrad. Such circumstances are to blame for such dreadful performances on the eastern front. Low morale, poor leadership (both Italian and German), and a powerful Soviet counter-stroke.

      posted in House Rules
      L
      Lisi7266
    • RE: Germany: Invade and capture Britain on turn 1.

      Just to clarify the British player did destroy their bomber turn 1. I was lucky, but the forces in the battle are fairly even…

      posted in Axis & Allies Europe
      L
      Lisi7266
    • Germany: Invade and capture Britain on turn 1.

      I just finished playing a game of A&AE. My friend, who was overwhelmed by the responsibility of playing Germany, chose to play the Brits and the Amis, and my roomate played the Russians. While my friend, who had never played A&AE before, learned the rules, I decided to show off to the newbie and thus formulated my plan of invading Britain on turn 1.
      Cash Advance: I used the cash advance to buy 1 transport, which I placed in the barents sea, and 1 artillery, which I placed in Norway. My roommate, unsuspecting of my plan, convinced the newbie that the Russians needed the cash. He took it and added it to his ipc stash. Turn 1: I puchased 4 inf, 2 subs, and 1 ftr.  I invaded east poland and the baltic states, taking both with minimal casulties. I sent all three subs within range of the Davis Strait and destroyed the transport, losing two subs, and submerging the last sub. I sent two subs, 1 from the mid-atlantic (“blitzing” the U.S. 6 convoy) and 1 from the South Atlantic and destroyed the two U.S. naval units. Meanwhile, I loaded up the Barents transport with 1 inf and 1 art, and sent it to the Atlantic. I sent all three naval units from the Danish sea ( and a Germany ftr) againist the Destroyer in the channel, destroying it easily, losing a sub.The transport had 1 inf and 1 art loaded onto it. Now the ground battle was ready, as I loaded the two inf, two art, sent two ftr’s (1 from Norway and 1 from France) and 1 bomber aganist 4 inf, 1 tank, 1 art, 1 bomber, two ftrs, and an AA gun. Heres how the battle commenced:

      The AA roll, which I had feared most, came up as : 5,2,2 : 0 hits. Whew! 😄
      I rolled for my forces, and scored a combined total of 4 hits. My friend chose to destroy the bomber and three infantry. He counterattacked, scoring only 2 hits. He had rolled a 6,6,5,5,4,1 for the ground units, and a 6,3 for the ftrs. I lost two inf.
      Round 2: I rolled well in round 2, scoring 4 hits with the two art and two ftrs, but missing with the bmb. The brits lost their remaining ground units as well as ftr. His counter attack roll scored two hits. I removed 1 art and 1 ftr from play, leaving me with 1 art, 1 ftr, and 1 bomber. All the brits had left was 1 ftr. I destroyed it easily in round 3, while its return fire rolled a 4, destroying my last ftr. The bomber returned to Germany, leaving the 1 artillery alone in Britain. I moved forces closer to the soviet front, placed my units, and collected my 48 ipcs, which added to the 25 from Britain, giving me 73 ipc’s! And I knew there was nothing they could do about it. The Russians attacked on all fronts, and even attempted to take norway by landing, which failed. When the brit’s turn came up, he attempted to clear the U.S. east coast, which he did. He than friutlessly continued on with the U.S., and than it was my turn again. Game over. An Axis vixtory in 1 round; hypothetically only 1 turn :evil:.
      Any other ideas of Britain invasions? How else to use the 12 ipc advance to aid an invasion w/out the opponent catching wind?

      posted in Axis & Allies Europe
      L
      Lisi7266
    • RE: Question about Leningrad

      The games is not broken…it is an even, fair game. You just have to know what you are doing.

      posted in Axis & Allies Europe
      L
      Lisi7266
    • RE: Always win with Russia

      Will do, Mot.

      -Will

      posted in Axis & Allies Europe
      L
      Lisi7266
    • RE: Always win with Russia

      italiansarecoming; using lighter forces as ‘roadblocks’ is an interesting tactic, and not an uncommon one. If the Germans fail to attack swiflty and hard in Russia, than more defence and ultimately offensive options open up for the Soviet player. I strongly believe that the German player has to be lucky in order to win the game. A strong, all out attack on Russia could leave their forces spread out, and a dependence financially on land forces could ultimately lead to victory, but will also give the western allies more options to support Russian forces, or even attack Africa, Italy or Scandanavia early on in the game. At the very least the Soviet player should be able to fight the Germans to a stand still.
      A tactic a friend uses while playing Russia: The German player threw everything at him, taking vyborg, baltic states, east ploand, bessarabia, and the Ukraine. My friend reinforced lenningrad, caucasus, and belorusia; however, he didn’t ‘stack’ it, rather he spread his forces out evenly in these three locations. He split the bulk of his force up in Moscow, Russia, and Turkestan, and promptly fought to keep the convoy open off norway, as well as sunk the Baltic transport. The German player concentrated heavily into Belorussia, taking it with some casulties. The tactic my friend than incorporated was to counterattack the rather large german force with reserve tanks, infantry, air, and artillery, and destroy all but a few German tanks, than retreat back to Moscow. Infantry would reinforce key locations.

      posted in Axis & Allies Europe
      L
      Lisi7266
    • RE: Memory lane: Those carefree newbie days…

      I was eight when I played my first game aganist my dad, who had always beaten me at risk. I had carefully read the rule book, so when we played I was the axis and he was the allies. In risk he had always spread his forces out evenly, which had worked to his advantage, so he attempted the same with the allies, which is a fairly good strategy. I formulated my plan of invading the u.s.s.r. from the west with germany and the east with japan. I conquered Russia in only 4 turns, as well as took most of Africa and with japan I managed to take australia. I easily won an economic victory for the axis. My father had concentrated too much on strategic bombing and had prematurely landed in western europe; which failed. He was both shocked and impressed that I had won.
      I would be knocked a few notches down at my first tournament, though…. 😄

      posted in Axis & Allies Classic
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      Lisi7266
    • RE: Trucks, Tiger Tanks, and Me 262 for A&A Europe

      Very nice molds indeed…

      posted in House Rules
      L
      Lisi7266
    • RE: Trucks, Tiger Tanks, and Me 262 for A&A Europe

      I had thought of the two hit idea, either way the tigers would have some advantage that would have to be reflected with the price. I like the two hit, attack and defend at three. Movement two spaces; cost of eight ipc’s.
      I was thinking of maybe giving the axis and the allies pre-set truck amounts. Germany starts with one truck in tunisia, One in france, two in germany, one in poland, and one in Northern Italy. Russia has two in Moscow, one in Stalingrad, One in Siberia, and one in Russia. Britian has two in britian, one in canada, and one in egypt. U.S. has two in u.s. Tucks can move three spaces carrying one ground unit. Trucks can be targeted in battle, but it takes a roll of one to destroy (trucks arent placed on battle board). Once destroyed the country who lost the truck gets a new one in their capital at the end of their next turn. Any trucks that are captured when a territory is lost are turned over to the capturing country for use (change its color).

      posted in House Rules
      L
      Lisi7266
    • Trucks, Tiger Tanks, and Me 262 for A&A Europe

      I recently was given a copy of AA battle of the bulge and noticed the tigers and the trucks, as well as the jet. I quickly incorporated a house rule into AAE where the German player can purchase Tiger Tanks(tanks from battle of the bulge spinoff) as well as Panthers(older tank). Tigers would cost seven ipc’s and would attack at 4, but still defend at just two. Also, Tigers couldn’t be produced until turn six, representing the production time in late 1942. The jet would cost the German player 15 ipc’s, and could be produced by turn 12. ME 262’s attack power would be 4 or less, and its defense would be five or less. Obviously their production is limited. In terms of trucks, however, an unfair advantage would be given to an already potent German invasion force if trucks were incorporated into the game, moving axis units closer to the front would doom Russia.  Any thoughts, comments…ideas?

      posted in House Rules
      L
      Lisi7266
    • RE: Always win with Russia

      am familiar with PBEM, but never played it. Would be willing and interested to look into it.

      posted in Axis & Allies Europe
      L
      Lisi7266
    • RE: Always win with Russia

      nine times out of ten, the average german gamer will invade the soviet union, attempting the most obvious and historically accurate route to victory. Thus, regardless of the axis purchase and placement w/ initial 12 ip’s, the russian player should recieve the 12 ipc’s and should use them to purchase reserve forces, perhaps including the bolstering of lenningrads’ defence.This is a crucial first step in a Russian defence.

      posted in Axis & Allies Europe
      L
      Lisi7266
    • RE: Always win with Russia

      the fact that the soviet player wins has nothing to do with the incompetence of the brits and Ami’s, and very little to do with their competence, because if russia is played correctly even the most competent german player is beaten, or at the very least unable to conquer Moscow.

      posted in Axis & Allies Europe
      L
      Lisi7266
    • Always win with Russia

      I always play Russia, and even with incompetent or inexperienced allied counterparts I am able to defeat even the most experienced, ruthless German gamer…I don’t understand why people have such a hard time playing Russia. They have a rather flexible and concise area to work with, as well as a fair amount of forces and numerous placement options. I have devised numerous strategies for victory, all of which are creative, practical, and able to change with the pace and flow of the game. I love playing Russia. It presents a unique challenge.

      posted in Axis & Allies Europe
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      Lisi7266
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