Navigation

    Axis & Allies .org Forums
    • Register
    • Login
    • Search
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    1. Home
    2. madscientist
    M
    • Profile
    • Following 0
    • Followers 0
    • Topics 25
    • Posts 138
    • Best 1
    • Groups 0

    madscientist

    @madscientist

    1
    Reputation
    58
    Profile views
    138
    Posts
    0
    Followers
    0
    Following
    Joined Last Online
    Age 22

    madscientist Unfollow Follow

    Best posts made by madscientist

    • Limits on Infantry

      So you know those games where Germany is building all inf, USA is shuck-shucking 10 inf per round, Japan is bringing in 10 inf per round, UK is attacking WEU with 8 inf per round and of course Russia is building all inf:

      If 1 inf represents 500 000 soldiers (which would be a good estimate if Germany’s starting army was 8 million troops) then how could there be enough people for this war? There wouldn’t have been enough people in the world to support all countries building at least 8 inf per round for seven rounds.

      So what I was thinking is, maybe we could sometime try playing A&A with a limit per country on how many troops you can build. i. e. Germany can only build 30 inf, Russia 50 inf, etc. Then each country would be forced to win the war with units other than inf.

      posted in House Rules
      M
      madscientist

    Latest posts made by madscientist

    • [House Rules] Axis get too much money

      I just wanted to post that I think the Axis get too much money in G40. In the real war, USA was producing 60% of the world’s oil, and most of that was coming from Texas. The axis struggled because they didn’t have much oil. Germany was making synthetic fuel out of coal and hydrogen because the oil from Romania was mainly used for airplanes.

      I submit that USA should get 30 IPC’s if they control Eastern US, Central US, and Western US, instead of 10 IPC’s. USA should also get the other 20 IPC’s if it has its other NO’s, for a total extra of 50 IPC’s.

      Not only would this make the game more realistic, you probably wouldn’t need a bid for the allies.

      Moderator’s edit: Added tag [House Rules] to title

      posted in Axis & Allies Global 1940
      M
      madscientist
    • RE: The "Red Tide" Strategy

      Purchasing artillery in the first 1 or 2 turns may not be such a bad idea for Russia. You can at least strafe attack any German army coming in at Leningrad or Ukraine. A strafe attack will subtract vital units from the German stack that will be used against Moscow later.

      posted in Axis & Allies Global 1940
      M
      madscientist
    • RE: The "Red Tide" Strategy

      I wanted to say, I agree with the “all infantry” purchase for USSR, plus maybe 1 art per turn and 1 ftr later. What I found is also effective is for American bombers to land in Morocco as soon as DOW and then fly to Ukraine to help defend Russia. The American bombers can pick off occasional stragglers and also take hits if Ukraine gets attacked.

      posted in Axis & Allies Global 1940
      M
      madscientist
    • Mechanized infantry rules question

      So in the rules about blitzing, it says that a mechanized infantry needs a tank to blitz through an enemy territory and then into another enemy territory. What if the first territory is friendly and the second territory is enemy? Does a mechanized infantry still need a tank with it if the first territory it is going through is friendly and the second one is enemy?

      posted in Axis & Allies Global 1940
      M
      madscientist
    • RE: What would be considered essential blowup boxes

      Couldn’t you just make the British Isles and the sea zones around it bigger at the cost of squashing the sea zones north west of it? i.e. squash sz 116, 117, 118, 122 and 123.

      posted in Axis & Allies Global 1940
      M
      madscientist
    • RE: Two-stage Sealion (advance notice please)

      OK one more try, with some adjustments.

      G1: Build 4 trn.

      Attack SZ 110 with 1 sub, 1 battleship and 4 tac bombers and 2 fighters. Lose the sub and battleship first. Attack SZ 111 with 2 subs, 2 fighters and 2 bombers. Still attack the Canadian des and trn with 2 subs.

      As usual, all land units in range attack Paris except 3 inf and 1 art from Belgium, which attack Normandy.

      Take Bulgaria with 1 inf from Romania and Finland with 1 inf from Norway and attack Yugoslavia with 6 inf from Greater Southern Germany and the tac bomber and tank from Poland and the fighter and tank from Slovakia and 1 tank from Romania.

      Non-combat: Move cruiser and trn from SZ 114 to sz 113. Land 2-3 fighters in Western Germany. Land tac bomber from Poland in Western Germany and fighter from Slovakia in Belgium. Land all other planes in Belgium.

      Place 4 trn in SZ 113.

      UK builds 9 inf, Italy attacks UK cruiser and/or des if moved to block, on G2 Ger builds 1 trn, 1 cruiser, 1 aircraft carrier, the rest bombers. Ger attacks with 5 inf 5 art plus planes plus cuiser bombardment. Retreat planes to aircraft carrier and Belgium when it looks like you will lose more than one.

      Place Ger units in SZ 110 from Normandy factory.

      UK builds say 11 inf. Ger builds all inf and tanks to go against USSR, attack London with 6 inf, 6 tanks and all planes and 2 cruiser bombardments.

      In regard to UK using their med fleet by taking out the Italian des in SZ 96 and then non-combatting to SZ 92, the Italian fleet can attack them there because they did not do Taranto. If UK builds an airbase in Gibraltar and lands planes there to defend the med fleet, that is less defending London.

      posted in Axis & Allies Global 1940
      M
      madscientist
    • RE: Two-stage Sealion (advance notice please)

      But the UK navy in the med is blocked by Italian ships in SZ 95 and 96 at the start

      posted in Axis & Allies Global 1940
      M
      madscientist
    • Two-stage Sealion (advance notice please)

      So in this version of Sealion, you attack London in two stages.

      G1

      Build: 4 transports

      Do not attack USSR.

      Attack Paris with every land unit you can EXCEPT 3 inf and 1 art from Belgium: these 3 inf and 1 art are to attack Normandy.

      Attack all the British ships except the British cruiser in SZ 91. Spare the German battleship. Keep it and the cruiser in SZ 113. Attack the Canadian des and trn with 2 subs.

      Land all the planes in Belgium, except for a couple of fighters, which you land in Western Germany.
      Move 2 art from Greater Southern Germany to Western Germany. Move 11 inf and 3 art from Berlin to Western Germany.

      Place the 4 trn in SZ 113.

      UK will probably buy 9 inf.

      If UK blocks the German fleet by moving the cruiser from SZ 91 to SZ 110 or 112, attack it with the Italian planes.

      G2

      Buy 1 aircraft carrier and 2 trn and 2 bombers.

      Still do not attack Russia.

      Attack London with 5 inf and 5 art from the 5 trn from SZ 113, along with all your planes. Now you probably will not win this battle, but here is the key thing: you will probably take out 9 or 10 units from 1 round of rolling, and lose all 10 land units you brought in. After that, retreat all the planes back to Belgium. If UK chooses to lose AA guns that will help you in G3.

      Non-combat hopefully 7 tanks (if it least 4 took Paris) to Western Germany, along with 7 inf.

      Place the AC and 2 trn in SZ 110, which is where the rest of your fleet is. You can build them here because you took Normandy on G1, which has a minor factory. Land 2 fighters on the aircraft carrier. Place the 2 bombers in Western Germany.

      If UK attacks the German fleet in ZS 110 with their planes, they probably will nott win, and they will lose more defense of London.

      UK will probably build 9 inf again.

      G3

      Build all inf to fend off Russia.

      Attack London again, with the 7 inf and 7 tanks from the trn, and all the planes including the 2 newly built bombers. Chances are you should win. If UK lost AA guns in the first attack, there will be less AA firing at your planes.

      In this method, you spare the 6 inf from Greater Southern Germany to use against USSR and you have 2 extra bombers also to use against USSR.

      I call this two-stage Sealion advance notice please because you give advance notice of your attack by building 4 transports at the start AND on Chinese food menus, it says “advance notice please” if you ask for two-stage Peking duck.

      posted in Axis & Allies Global 1940
      M
      madscientist
    • USA going north

      What about this strategy for the USA: build a bunch of ships and transports on the East coast, and then, once there’s a declaration of war, move all your ships and troops to Iceland (it’s only 1 move away from the East US), and then take Norway on the next turn, and, here’s the kicker, then build a major factory in Norway and send 10 tanks per round into Europe.

      Germany could conceivably block the fleet with destroyers, but that won’t help in the move to Iceland because you can take out the destroyers with a plane and then non-combat the whole fleet to Iceland. If Germany puts blockers between Iceland and Norway you can take them out too and then non-combat the whole fleet to Norway, only to land the next turn.

      posted in Axis & Allies Global 1940
      M
      madscientist
    • RE: New player needing advice on what extra pieces to purchase.

      Here is a picture of making more mechs out of popsicle sticks

      mech inf.jpg

      posted in Axis & Allies Global 1940
      M
      madscientist