well, if the usa screws up the transport thing, and has an open transport (I usually mess it up)
you can always move the aa gun to finland, then later karelia, and free the other 2 up.
Posts made by lnxduk
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RE: Russian AA guns?
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RE: Adding a nation…
if you have 7 people isn’t it better to play diplomacy?
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RE: Setting up Italy for A&A:Europe
hmm, you said germany would worry about the invasion, I think it would be more efficiant to ignore africa, and have germany take russia while italy defends germany.
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RE: Grand Russian attack
first of all you are supposed to send a fighter to attack manchuria with. You will have more than a tank and a man left. Also, the uk attacks kwangtung and lands the fighter in china. How can japan attack china with 2 fighters and 2 men? All they have is 2 infantry for fodder, they basically lose. Russia can even land the fighter there. I thought kwang+manch is bad, but then why do the best players do it?
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RE: Question with neutrals
actually, mongolia isn’t worthless, I have seen good japan players take it (you can leave men there and attack on all sides) also, argentina or venuzala and maybe sweden…
Even the ones in africa could work in odd circumstances (evading capture)
even turkey (in an odd reverse persia push? like spain to capture western europe, turkey to capture caucasus.the only ones I haven’t seen are peru switzerland and eire.
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RE: Instead of bidding try this in your game
I wouldn’t mind trying it. Usa a lot of times does no attacks, and all it would really do to hurt is prevent attacking leftover german fleet units, and egypt It’s an interesting idea anyway
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RE: Luck of the Dice
It’s hard to say how much is strategy and how much is luck since some battles are much more important than others, for example, losing the german attacks with a few bad dice rolls is horrible, but the usa losing in finland turn 1 isn’t nearly as bad.
I think it depends on who you are playing. If all players are equally experienced, then wouldn’t it be 100% luck (equal ability in non-luck game always result in a draw)
If you are much more experienced, then it doesn’t really matter how lucky they are, you will win almost no matter what.
So it can range from 0-100% depending on who you are playing
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RE: Setting up Italy for A&A:Europe
What I would do is just the normal stack with germany, and use italy to move men north and defend france and germany. I could also move men from italy to do an attack on russia also (trading regions and preserve the german army)
This might be interesting though, I would think that oil would go to whoever captured it, anyway, if you want to test it playing by email, I wouln’t mind! -
RE: I just beat the computer in three turns…
i’m not sure if it was turn 2 or turn 3, but I can capture any 2 of the 3 allied capitals by that time. It has been awhile since I have played the ai.
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RE: Question with neutrals
ok thanks, I just wanted to make sure because the cd game confuses me about that!
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Question with neutrals
Hi, I was reading the rules book, and it states that if you move into or fly over a neutral then neutrality is violated, and you must pay 3 ipc’s. The thing that doesn’t make sence is flying over. Can you capture a neutral by just flying over it? wouldn’t land forces have to occupy it? Thanks for any info.
I posted this question on another forum, but it seems like no one answered, No need to post both places, I will check both forums for replies. Thanks.
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RE: CAP question
hmm, the thing is, you could interpret adjacent as once space away… but you are probably right on this one.
What about with seaports, moving 3 spaces, but picking up men on the way? some people play it has to be 3 spaces non-stop.
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RE: CAP question
I think it can since it get’s one movement to cap, and the airbase increases range, I could be wrong, but that’s how I play.
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RE: US IC in FIN/NOR
the problem is, when the usa needs to build it for it to be effective is the first 3 rounds, and this with severly disrupt the shuck-shuck. Also, you need an aa gun for it, (german bomber dying turn 1 would help a lot) If you are trying to play optimized don’t do it, if you are trying to confuse, or playing a psychological game then maybe…
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RE: Capital Rule
well maybe but historically speaking (yes I know the game is not at all accurate) Russia was considering abandoning moscow. I have never seen a country other than russia lose their capital and still win.
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RE: Capital Rule
it’s usually pretty bad to lose a capital anyway with the plundering of ipc’s and all. The only time I see a capital fall under control is russia. If japan can take russia for sure, then sometimes I will suicide on germany to weaken it so the allies can take it, russia for germany is a good trade for the allies…
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RE: AMAZING ALLIED STRATIGY
sometimes germany will take caucasus turn one. To prevent this, 2 infantry should be enough.
That’s a pretty good plan. but what if there is a german bomber in western europe? hard to build 3 transports 4 men. I would rarely move to africa with usa first turn. I would do it if the german fleet is in the western med threatening the new uk fleet. -
RE: This game is not as unbalanced as you think
well normal bid is about 28 which is 16 extra ipc’s usually that all goes to russia. If you force it to be split, I think it’s pretty even, It might slightly favor allies, but I’m not really sure. I played this way against someone on this forum who didn’t believe me, I was germany, and won easliy (>99% odds on moscow)
what do you think about a russian sub in the white sea for a bid, it seems crazy, but someone did it to me, it was very effecitve. Iit more or less guarentees the soviet convoy, and then can be used for fodder to clean up the subs.
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RE: Favorite nations
I would say uk because it has the most world-wide impact early on, and is a very flexible nation to play, I would have to say I like all the nations, the usa isn’t much fun until round 5 or so though.
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RE: This game is not as unbalanced as you think
one way to balance it with no bid is to give each country 12 extra (not each alliance)
I’ve tested it, I think it is pretty even.