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    M
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    Posts made by Mach

    • RE: Map help

      That’s awfully nice.
      Actually, I think I can get it pretty close just by eyeballing it; where I dont have too much overlap.

      I’m gonna pick up some ink and better paper later this week and give it a shot.  Ill let you know.

      Thx
      M

      posted in Axis & Allies Anniversary Edition
      M
      Mach
    • Setup change?

      Anyone tinker with the setup, in order to make the game less linear?

      We’re finding  that G1 and J1 pretty much open the exact same every game, decimating allied navies then G going heavy armor.

      My buddy has come up with an interesting house rule which we are going to try out next time.  Its a bit complex, but in a nutshell the setup is kinda “Risklike,” in that you alternate unit placement.  Each county has so many IPC’s to spend and you can purchase and place what/where you want; with limitations of course.  You cant just place crap randomly all over the place.  You’ll need to start in countries controlled a the start and adjacent sea zones.  This gives players the option to go heaveir navy or air, or whatever.

      I know, it pretty much takes away from historical accuracies, but thats alright.  The idea was to change the opening setup, allow for new strategies and make the game a bit less linear for us.

      posted in House Rules
      M
      Mach
    • RE: Map help

      @Imperious:

      you got a conflict: you have two sizes 11x17 is what you need, but you got 11x8.5 for printer size. Both have to be the same size.

      I have another option for you. When you see the map that shows what is being printed you can print each section individually if you go back to default.

      So you start with upper left and print section by section of what is inside of view for print, by using the hand and moving the artwork into various positions. work left to right and of course you will need to refer to what was printed so you dont underlap the sections…so you may have excess to cut with cutter.

      If your not sure goto Kinkos and they will show you how to do this on the self serve large format machine. Dont get discouraged.

      Okay thanks!  Option two is working for me, but I’ll just have to mess with it a bit. Ugh, I’m out of ink though now.  I’m gonna get some cardstock and print out the first few sections, just to see if this is going to work for me.  I’m afraid my cut/paste skills are probably subpar, as well.  We’ll see.  I was going to mount it to an piece of syrofoam insualtion board, but Ill have to see how it adheres.  I may need to mount directly onto something else first.  By the time this is over, it may have been more cost effective just to have had Kinkos print the darn thing!  Oh well, this project is SUPPOSED to be fun.

      Anyway, we’ll see how it goes now.

      Thanks for the help!!
      M

      posted in Axis & Allies Anniversary Edition
      M
      Mach
    • RE: Map help

      Okay, I’m getting closer……I think.

      I’ve got a real cheapo Canon.  I found all the settings that you mentioned, but it doesnt seem to like it when I click on borderless.  It wants to default back to “regular” instead of poster.  I tried to print anyway with everything else set like you said, but I got a HUGE product.  For some reason, it started Caucasus, over to half of China, encomping the Persia area…giant.  I’m probably doing something totally dumb; or my printer is too cheap.

      Here’s a ss of how I had it set up.

      Thanks
      M

      http://img154.imageshack.us/img154/8020/aamapec7.jpg

      posted in Axis & Allies Anniversary Edition
      M
      Mach
    • Map help

      Okay, this is IL’s PDF map that is designed to print at 6 x 3……i think.  (GJ BTW)

      http://www.mediafire.com/?kn1n3yygqni

      I’m a bit techtarded.  Can anyone tell me how to print this out on all 8x11 pages, so I can edit/paste etc.
      I’m tired of messing with it.  I’m gonna use up all my ink.  I have no idea why/where its printing what it does.  I’ve got all shapes and sizes of counties and still havent figured it out yet.  I’m just not sure what all the options/settings need to be.

      Any help would be greatly appreciated!

      Thaks
      Machiavelli

      posted in Axis & Allies Anniversary Edition
      M
      Mach
    • RE: Is it just me, or….

      Yup, in the several games that we’ve play thus far, thats how its gone-usually with the Allies conceding after a few rounds and then starting anew.  We’ve made a pact to play it out next time though to see.  I think when you’re playing a very aggresive KGF and all out Nazi tank blitz, its bound to make for a quick game, one way or the other.  I’d love to mix it up, but that seems to be the best strategy we’ve found, and habits die hard.

      My group hasnt been playing all that long though, so I have a couple of questions:

      1)  Can the Allies usually hang it up if Moscow falls?  I know it all depends on what the board looks like, but is it uncommon that Berlin actually falls after Moscow?  We’ve quit several games after the fall of USSR, even as Allies had an established foothold in Europe; albiet nothern Europe.

      2)  Do most of you play with Victory cities?  We dont, but it seems like that might really alter our playstyle. ie …force players to distrube forces and utilize more of the map, instead of the all out G/R blitz.  When playing with victory cities, I’m assuming the same rules apply though, when a capital is capured……transfer of IPC’s and all that jazz?

      posted in 1941 Scenario
      M
      Mach
    • RE: UK ICs

      @spectre_04:

      One strategy that worked well for me was building an IC in Australia on the Frist turn, thus giving you two turns to build up inf there before japan can reach it.  I then followed up with buiding an IC in Java after I reclaimed it from Japan.  This required lots of fleet combinations with the U.S. navy as well as considerably more contributions of U.S. money.  It does allow you to build up a sizeable enough force to recapture most if not all of your british colonial holdings and threaten Japans seizure of mainland asia and india.  I still beleive that my strategy would have worked well had not my Japanese opponent hit both Fighterbombers and long range aircraft, which entirely negated my fleets!!! :? :?

      I guess it depends on J1 openers.  In the games I’ve played so far though (1941), Japan would be able to hit Austalia with 4 troops (Borneo/East Indies), two fighters; or 1 if the sz35 UK destroyer hit (sz37 carrier), BB (Philippines) and cruiser all on J2.

      posted in 1941 Scenario
      M
      Mach
    • RE: Unstoppable strategy: 1942 scenario

      @halbower:

      @Mach:

      @Hobbes:

      1. Japan moves first. What was Larry thinking!!! Allowing Japan go first allows one to pre-emptively position 6 Japanese fighters in Burma and 1 bomber in French Indo China so that they are ready to land in East Ukraine on turn 2.

      Someone didn’t check if the moves are possible first: you can only land 5 fighters in Burma on J1. The fighter in Japan can’t reach Burma (5 moves required).

      I used the exact same strategy last Saturday; admittedly taken right from the original thread.  I saw that post a couple of weeks ago on the BGG site.  We were starting our 2nd game at 2:00 am, so I figured “what the hell.”

      Japan can still make several opening attacks.  I still hit the Pearl fleet, but used the fighter from Japan.  The one on the Solomon fleet went to Burma.  I hit the UK fleet off of India (at work-no map and dont recall sea zones; sorry).  That attack didnt go too well.  I ended up having to lose the carrier and retreat both fighters to Burma.  Hit Buryatin too…used the bomber for support before landing FIC.

      What were the results? Was the opening move good, bad or…?

      umm……I can tell you about the first two rounds.  This was our groups first time playing 42, so I’m sure there were things overlooked.  I sat out the first game (drew the short straw in a 7 player group)…watched ball games and drank vodka tonics for 4 hours.  When we started the 2nd game at 2am, there wasnt a whole lot of interest, so I went for it.  Kinda funny too, because we didnt bother with our usual pre-game strategy session.  My German partner had no idea.

      Anyway, I hit the Pacific with what I could and still be able to land Burma:  The Caroline fleet to Pearl along with the Japan fighter (the one that cant reach Burma)  Basically nothing left in the Pacific except the US sz56.  They countered of course on US1, landed the bomber in Hawaii.  I remember US2, they used the bomber and tansport to take back the Solomans which either took away a Japanese NO, or gave one to Allies…sorry, cant remember which).  The fighers used to take out UK India fleet, land Burma.  Built a couple of bombers in J1 to land FIC on J2.  J2 hit the Moscow factory with the one already in FIC.

      I’d heard the Allies were a bit better off in 42, but havent played enough yet to really weigh in.  I didnt see it in this game though.  Japan isnt quite as strong.  Russia turtled on R1.  If I remember, I think they prety much brought all units West and stacked Moscow.  Somehow Germany took both Karlelia AND Caucaus on G1!  Hit Caucus with a couple of fighters and everthing else that would reach.  Hit Karelia with Finland, transport, fighter, and bombardment as near as I can recall.  Hit sz2 with subs, bomber and fighter.  Maybe there was a blunder on R1, dont recall and not famiar enough with 42 to say, but I just remember thinking it amazing that Karelia and Caucaus were taken in G1.  East Ukraine was supported on noncombat with East Poland units and fighters.  I ended up landing the Burmese fighters in Caucaus instead of East Ukraine.

      After that, we had a couple players lose interest and abandon…it was late.  We blundered by hitting Russia too early.  Hit Moscow factory and then hit G2 with severl fighters, armor and infantry with the purpose of wearing them down and then retreat the armor and fighters.  Russia pulled 1’s and 2’s out of her @ss and we ended up losing some precious armor.  I lost interest and passed out shortly after that, but two players continued.  I believe the game would have been shorter if we had waited a turn or two.  Italy was landing in Caucuas every turn.

      Anway, the game lasted longer than it should have in my opinion.  I woke up on the couch every 30 minutes or so to the sound of:  “do you concede yet?  do you concede yet?  do you concede yet?”  Moscow finally fell, but US had a sizeable Pacific force by this time and UK had been landing Europe.

      Like I said, this was our groups first time at 42 and hadnt really looked at it until then.  So…dunno?

      posted in 1942 Scenario
      M
      Mach
    • RE: Unstoppable strategy: 1942 scenario

      @Hobbes:

      1. Japan moves first. What was Larry thinking!!! Allowing Japan go first allows one to pre-emptively position 6 Japanese fighters in Burma and 1 bomber in French Indo China so that they are ready to land in East Ukraine on turn 2.

      Someone didn’t check if the moves are possible first: you can only land 5 fighters in Burma on J1. The fighter in Japan can’t reach Burma (5 moves required).

      I used the exact same strategy last Saturday; admittedly taken right from the original thread.  I saw that post a couple of weeks ago on the BGG site.  We were starting our 2nd game at 2:00 am, so I figured “what the hell.”

      Japan can still make several opening attacks.  I still hit the Pearl fleet, but used the fighter from Japan.  The one on the Solomon fleet went to Burma.  I hit the UK fleet off of India (at work-no map and dont recall sea zones; sorry).  That attack didnt go too well.  I ended up having to lose the carrier and retreat both fighters to Burma.  Hit Buryatin too…used the bomber for support before landing FIC.

      posted in 1942 Scenario
      M
      Mach
    • RE: G1 naval build?

      I used to be a fan of the G1 carrier build, but have kind of gotten away from it.  You’re right; it will help to delay an ally landing, but will also slow your advance to Moscow.  You’ll need to keep dumping IPC’s into the fleet to keep pace with the British.

      What about a bomber build on each turn?  By the time UK is ready to land, hit em with the entire squadron.  Yeah, you lose over half your airforce, but now you’ve taken UK back to square one.  All the time prior though, you’ve gotten the use of your bombers for support into the east.

      Bombers are only 12 IPC’s now, leaving plenty for precious German armor.  If you spent a couple of bucks on techs somewhere along the way, all the better.  Maybe you even get lucky with Heavy Bombers or Paratroopers!  Or, any surviving bombers can hit UK industry.

      posted in 1941 Scenario
      M
      Mach
    • RE: Bombardment question

      Yup, makes sense to me.

      Thanks!

      ……now that I have it in writing form the “Answer Guy,”  Ill get no complaints from my gaming group!  :-D

      posted in Axis & Allies Anniversary Edition
      M
      Mach
    • Bombardment question

      I think new rules say that any land units hit in a naval bombardment ARE allowed to fire back during the land combat phase.  Out of curiosity, what would be the purpose for this rule change?  The inclusion of cruisers?  Our group played this wrong last week and now want to make a house rule.  Of course I drew Germany for next weeks game, so I’m not too keen on ignoring the new rule.

      Im sure it was implemented for a reason?  I guess that could make a huge difference on the amount of land units needed to transport, to ensure the capture of a territory/island?

      Thoughts?  What is everyone else doing?

      posted in Axis & Allies Anniversary Edition
      M
      Mach
    • RE: This is a Limited Edition Game

      What would be the reason(s) for this?
      Do they think the Anniversary Edition is flawed now?  Too complicated for the novice player?
      I’m not sure that I want to get it now, if most people are going to go back to Revised.  :-(

      posted in Axis & Allies Anniversary Edition
      M
      Mach
    • RE: US Pacific Strategy

      doh! 
      :oops:

      Yep, you’re right….dont know why I was thinking that the battleship couldnt retreat after moving 2!

      Yep, only the FIC figher is stuck.

      posted in Axis & Allies Revised Edition
      M
      Mach
    • RE: US Pacific Strategy

      Question on a J1 SZ30 attack:

      I was looking at scenerios where Japan might retreat after the first round (doing sufficient damage, but wanting to save fighers), but having problems with logistics.

      If Japan hits SZ30 with 4 fighters, they MUST bring the carrier as well, right?  The FIC figher is 4 spaces away.  So basically, they CANNOT retreat?  If they brought the battleship……its moved its max as well, right?

      posted in Axis & Allies Revised Edition
      M
      Mach
    • RE: US Pacific Strategy

      “No love.  >.>”

      Bunnies, you ARE da man!

      Geez….I never thought about the UK bomber landing in Perisa; or even realized that it could reach for that matter…  :oops:

      I just gotta get some more games under my belt.

      Thanks

      posted in Axis & Allies Revised Edition
      M
      Mach
    • RE: US Pacific Strategy

      @DarthMaximus:

      In response to the initial post, yes there are some good US pac strats.  And for the purposes of calling something a KJF, you don’t need to actually take Japan usually either booting them out of Asia or taking the big islands is usually enough, unless Germany is next too Moscow or stacking in Cauc or something.

      If I go with a US Pac strat it revolves around lots of ftrs and ACs.  The ftr/ac combo forces Japan to at least leave a token defense in sz 60 once you have 2 ac/4 ftrs in Sz 55, and as you get to 3/6 and 4/8 it all but assures that most of the big capital ships will all be back in Sz 60.  As soon as you have the slightest def advantage you move to Sol is.  You may need another turn or two of build up there, but with the ftrs and ACs at Sol you can now cover the entire Pac with your ftrs and it is only a matter of time before the big islands fall.  The problem is you have to be on your game with Russia and the UK and need to at least give the US 6-7 turns.  Typically you can make the Sol move by round 4 and it will probably be another rd or 2 before you can then advance to EI.  Also if Japan is going full steam to defend against you it could take longer as well, but then the Asia push migh be a little weaker.

      I like to unify my UK fleet in Sz 30, if Japan attacks they lose some ftrs and have a BB and AC way out of range (if they survived) and this gives the US the ability to have Pac dominance a lot earlier.  If they don’t attack you might be able to swing some of the UK ships around Aus and meet up with the US at the Sol is.

      Thanks Darth!

      Do you still go for the Sing IC build, in this case?  Germany, seeing this build up will need to push harder for Russia, I’m assuming; as they would expect that Japan is going to be late on arrival?  Maybe?  I’ve read before that in a KJF, Germany needs to push for Russia.

      I’m going to give this a go in our next game, to mix things up a bit.  As stated before, we have yet to have a match where the Pacific is contested and Japan gets off too easy.

      Yeah, I’ve seen lots of threads on the UK fleet unification.  Do many of you actaully attack the fleet on J1?  You’re gonna lose a few fighters and proably forgo China by doing this, right?  Either way, that sounds like a good move, if you plan to build US heavy in the Pacific….either weakens Japan from the get go, OR UK fleet can join up.

      Thanks for all the ideas everyone.

      posted in Axis & Allies Revised Edition
      M
      Mach
    • RE: US Pacific Strategy

      Okay thanks guys…lots of food for thought.

      I guess this is what I was really getting at:


      "That said, if you think the indicators are favorable, you probably lead with 2 carrier 1 fighter build on US 1 threatening moving US fleet of 1 transport 1 destroyer 2 carrier 4 fighter 1 battleship to Solomons on US2 with build of US2 of 5 subs and bomber at Western US threatening any Japanese counter of Solomons (see, you need to spend a LOT in the Pacific).  From there, the US lines stretch thin, as the US has to push into Japanese waters to pose a threat.  If the US extends from Solomons on US3 moving 5 subs 1 bomber (optional 1 destroyer 2 transports from E. US) to Solomons and rest of the fleet to East Indies (say), the US needs a US3 naval and/or air build to prevent Japan from smashing Solomons and cutting off the US fleet in the Pacific (Japan can move on subsequent turns back west, and the US fleet cut off from reinforcements has to run).

      So you can see that for the reasons listed, I think US needs a US1, a US2, AND a US3 navy/air build to really contest Japanese control of the waters, and without going into details, Japan can fight the Allies off in the Atlantic for a decent time if the US even cuts 16 IPC a turn from that expenditure.

      So that’s US1 2 carriers 1 fighter, US2 5 subs, US3 transport if the E US transports used for Africa plus fighters.  (You need fighters for the Pacific battle as well as fodder subs; fighters are more cost-effective as attackers when you have sufficient fodder, and fighters can be used to attack land as well as sea for when the campaign proceeds to the Asian coast.

      I ignore the role of UK during this, but the UK has to do its part either by stalling Germany in the Atlantic and Africa probably producing transports in the Atlantic to drop units into Archangel or Algeria, or by producing an industrial complex at India and saving the Indian fleet to help US when it reaches those waters and giving a starting point to roll up the Pacific rim from."

      So if “conditions are favorable” there IS a time where US wants to/can shoot their whole wad in the Pacific, ignoring the Atlantic; at least for the first few rounds.  I just hadnt seen it done much in the games I’ve watched.

      In the games we’ve played so far, the US pretty much abandons the Pacific; and Japan hasnt capitalized on this, so hadnt seen the need…probably been a mistake on Japans part.  I guess they NEED to threaten Cali, if US ignores it.  It seems to be pretty much an all out dash for Berlin/Moscow in our games, but we’ve just picked the game up, so still learning.

      Next time I’m allies, I’ll try something a little different (KJF) to mix things up a bit…if “things look favorable.”  :-)

      posted in Axis & Allies Revised Edition
      M
      Mach
    • US Pacific Strategy

      Hi All,

      My buddies and I purchased this game several months ago and are becoming quite addicted.  This is a great site, as I’ve spent hours over the past months perusing the forums and watching some of the online play.  It’s paid off!

      The one thing that I havent seen yet is any real great US Pacific strategy.  I’m assuming its because the best strategy is NOT to spend heavy in the Pacific, but stick to the Atlantic (Africa/Germany)?

      -Does anyone ever ACTUALLY take Japan?
      -Is KJF REALLY “KILL japan first,” or does it just mean spend heavier in the Pacific to slow Japan down?
      -Does anyone ever counter a heavy Pearl, knowing that you’ll lose everything, but take a chunk out of the Japanese navy (J battleship should usually survive…i think?)
      Maybe thats not a horrible idea, since US has a decent enough income to rebuild what they need?

      Our last game the US player spent some on a Pacific navy and brought over the Panama destoryer as well…seemed like he spent most of the game in a checkmate with the Japanese navy.  I guess this would help tie Japan up a bit-maybe slow them up into the mainland?  The Sing IC has been pretty standard in our games, but never really seems to be that great a hindrance.  We play OOB rules, no bid (still not great on allied strategy, so games are pretty even right now)

      Anyway, does anyone have any good strategies for US in the Pacific?  What would your US1-US3 builds be?  I’m assuming that you still need to purchase for Atlantic, but you will definatley be later on arrival to Germany.

      Lets assume everyone else has opened pretty standard:  Japan takes China, goes Pearl heavy and a three transport build.  What might a good US Pacific build/strategy be?  Sorry…rambled a bit, but still learning.

      posted in Axis & Allies Revised Edition
      M
      Mach
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