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    mrchoad

    @mrchoad

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    Latest posts made by mrchoad

    • RE: Options for the UK Australian transport?

      @craykirk:

      Given that Japan doesn’t have a lot of transports, please explain how it is taken back on J1 with at least one Cruiser in the area for the Brits.  If there is combined effort for a KJF, this would seem like a good opening strategy.

      I was thinking more of a mutual destruction scenario, but even with a cruiser left in the see zone, Japan should be able to take it back if they want.  They have a destroyer, 2 fighters, a bomber + an infantry and artillery to clear the sea and island.  Of course this will significantly weaken a J1 attack on the US fleet and draw 2 pieces off of mainland asia.  So, maybe it is worthwhile in a full KJF.

      I hear ya about the shuck/shuck.  I’m looking for some interesting option for the allies.  We finally had a allies win on this game in our last game and I hope to do a successful KJF soon.  It seems that the Aussie transport as well as the Aussie infantry never really get into the game.  So, I’m really trying to figure out something to do with them.

      posted in Axis & Allies 1942 2nd Edition
      M
      mrchoad
    • RE: Options for the UK Australian transport?

      @seawolf:

      @craykirk:

      You can also invade East Indies with both transports and sacrifice the navies against the BB, 2 fig, car.  Average rolls will leave a single Cruiser for Britain.  The 4x2 infantry battle is about 50/50.

      It is actually 77 - 21 in favour of the attacker. It is a viable move in a KJF.

      The East Indies should be easily taken back on J1.  This pulls 2 infantry from India and loses both transports.  Why would UK try this attack?

      posted in Axis & Allies 1942 2nd Edition
      M
      mrchoad
    • Options for the UK Australian transport?

      Assuming that the turn 1 UK attack on the E Indies happens and both the UK and Japanese fleets are wiped out, what can you do with the Australian transport?

      Here are the options I see, none of which I like too much:

      1.SZ 41.  Most likely killed by the sub, but at least draws that away from the J1 attack on Pearl Harbor.
      2.SZ 30.  Can be killed by the French Indochina fighter.  This fighter will have to land on E Indies, which could set up an easier UK2 attack on FIC.
      3.Invade New Guinea (67% win).  It can be reached from Japan in 1 turn, but they may not bother since its only 1 IPC.  A nice place for US planes in a KJF.  It can be reached by both bombers and fighters from US West.
      4.Invade Solomon Islands (67% win).  It can’t be reached by Japan in 1, but has no IPC value.  It is also a nice place for US planes that can be reached from USS West in 1.

      I am thinking that 4 is the best option.

      posted in Axis & Allies 1942 2nd Edition
      M
      mrchoad
    • RE: Rule Clarification - Suiciding fighters due to insufficient aircraft carriers

      Thanks for the responses and welcome, guys!  I love the game and am glad to be here.

      posted in Axis & Allies 1942 2nd Edition
      M
      mrchoad
    • Rule Clarification - Suiciding fighters due to insufficient aircraft carriers

      I know when attacking with air units, they must have a friendly territory or carrier to land on.  But, is it legal if you bring 1 carrier within range and 4 fighters with the intent of suiciding 2 of the fighters, since technically each individual fighter has a safe place to land?

      posted in Axis & Allies 1942 2nd Edition
      M
      mrchoad