Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. SFC_Case
    S
    • Profile
    • Following 0
    • Followers 0
    • Topics 1
    • Posts 8
    • Best 0
    • Controversial 0
    • Groups 0

    SFC_Case

    @SFC_Case

    0
    Reputation
    11
    Profile views
    8
    Posts
    0
    Followers
    0
    Following
    Joined Last Online
    Location AK Age 24

    SFC_Case Unfollow Follow

    Latest posts made by SFC_Case

    • RE: Heavy Bombers

      this is my open attack phase with japan. 1. Sink the american fleet as much of it as you can anways, i can usually bring three fighters, a bomber, a sub a carrier and two battleships. this pretty much destroys the american fleet in hawaii and if you are playing by the combined american fleet ruling then it is possible to destroy the entire US navy. Do not use the transports in the attack as japan needs them later. 2. Invade alaska. Use two inf from the japanese home island to hit alaska. this puts the US and UK on the defensive and starts them siphoning off to protect their assests in nor America. 3. hit india and into chinese territory. again take as many ipcs a turn as possible.

      reinforce where necessary during non-combat. DO NOT reinforce alaska. you will not be able to hold it and allow america to build the factory there and save yourself the money.

      my first turn by for japan is a factory and a transport. the factory goes into the phillipines and the transport into japan. the trick to this campaign is to build a transport and as many inf as possible every turn and keep them moving onto the mainland.

      this is how i beat the american in three straight games by not allowing them access to the factory i am using to resupply my mainland asian forces they cannot take it and use it against me.

      posted in Other Axis & Allies Variants
      S
      SFC_Case
    • RE: Guerrilla's

      The closest rules i could find for the use of Guerrillas is in a Max’s guide. It says something about sabotage and interception of leand lease that differs from the WaW expansion. I can’t quite remember what right now but will post the rules tomorrow

      posted in Other Axis & Allies Variants
      S
      SFC_Case
    • RE: Heavy Bombers

      While it is quite true that you cannot deploy into enemy held sea zones there is nothing stoping the US from sinking your fleet with bombers and fighters. Don’t forget the eastern US either. And if the UK has the resources and the factory then a British fleet sitting in India would assure that Japan keeps it’s fleet where it belongs, in the Japanese waters. I too tried to hold the western US waters when playing Japan and found the my fleet was overextended a better place to park your fleet is midway, that way you get a chance to attack to the US fleetas well as quickly respond to any incursion intot he home waters.

      posted in Other Axis & Allies Variants
      S
      SFC_Case
    • RE: Guerrilla's

      SOE Special Operations Executive, basically the american version of the british SAS. Are there rules for special operations or shadow ops in A&A. it is fairly well known that with the SOE or SOG, and the SAS then the war would have definitely gone to the germans. But throught the valiant efforts of a few men freedom won the day.

      posted in Other Axis & Allies Variants
      S
      SFC_Case
    • RE: Guerrilla's

      Partisians are already part of the A&A rules. Under World at War any unoccupied enemy controlled territory original color coded to russia will produce 1 inf every three turns. This inf cannot be used in an attack, only in defense and i believe he defends ona three but i’m not sure. this is the partisian rule already on the books.

      i would like to know more about SOE rules however if some body could help out.

      posted in Other Axis & Allies Variants
      S
      SFC_Case
    • RE: Heavy Bombers

      This is fine and well in theory and if you are playing one on one. there you have the opportunity to have your forces working with only one goal in mind, your goal. they cohesion well and support each other logically but in a multi-player game situations arise that require a quick change in plans. I have seen games where the British player sends his forces into Karellia only to the Russians write it off as lost because Japan is marching into moscow from the backdoor. i have also seen the UK and US player losing territory right and left to the axis only to have russian armor and infantry retake the territory.

      I don’t really care if there are unlimited heavy bombers, but in my case i have rarely been on the recieving end of said bombers. I do believe however that there should some restriction on how many are brought to bear at any one time. Because i know from watching others, there is no enjoyment to the game if you can’t do anything but plop an inf down on your capitol and wait for the enivitable while your opponent cleans up the rest of the board. and isn’t the point of the game to have fun? Just like in rpgs and other strategy games if a rule seems to be broken one way or another, fix it. Who’s going to care?

      The british in karellia is a good idea but very rarely have i seen it played out, instead most of my experence as the british is mostly in holding india and retaking africa. But in this i may be wrong, but holding somebody elses territory while your own falls seems to be shooting yourself in the foot. a better way to defend karellia is maybe have the US player build fighter in the eastern US and send them into karellia as defenders. That allows the british to concentrate on africa and asia.

      posted in Other Axis & Allies Variants
      S
      SFC_Case
    • RE: Heavy Bombers

      Industrial tecj is big one i will admit. 1 IPC inf for russia is incredibly dangerous, but only one other tech interferes with a player’s IPC and that is rockets. Even the total war economy adds only 12 ipc per turn. Heavy bombers are too much of a balance shifter for them to be unlimited. It would be like deploying four fully loaded carriers and a battleship. At that point your navy would rule the seas unless a few unlucky dice roll end up sinking your fleet for you. However it was decided last night after Russia physucally threw Germany into a snow bank, that at least as far as our house was concerned, only two heavy bombers may be armed a turned regardless how many you have. However waiting two or three turns to use four or six in one shot was allowed. this evened the game out a bit until 'Murika, yours truly, rearmed heavy bombers for six turns and then wiped Japan off the map with them. I not only wiped out Japan’s bank but also destroyed his fleet and invaded from Alaska and Manchuria. Pow Pow. I would still appreciate any comments about the use of heavy bombers however.

      About the russian thing. our impression was that Russia never liberates it only conquers, also it never lets any other units into territory it controls or has troops in, except with permission from the russian player. unfortunately our regular Russian player fancies himself a new stalin and denies us access to any russian territories about 50% of the time so when he does and asks to land a bomber in Britian or a fighter on my carrier of course we have to let him or he just seals his borders and nobody passes in or out and on occasion he has actually invaded into north america because i sacrificed three russian armor moving through an asain territory america controlled whe japan attacked it. the territory fell that turn but because i used his armor to take the first attack roll instead of my fighter he felt justified in declaring war on america.

      posted in Other Axis & Allies Variants
      S
      SFC_Case
    • Heavy Bombers

      The World at War expansion packs reads that a player can only stockpile two heavy bombers, but they can be rebuilt. we argued for two hours last night on wether this means you can only have two heavy bombers or can only build two heavey bombers a turn. As a defender and attacker utilizing heavy bombers i believe the rules mean a player can only have two heavy bombers in play at one time. My roommate believes it means you can have as many bombers as you want but only buy two each round. considering he was Russia and Britain was bombing germany every turn for an average of twenty dollars a turn, (it was ugly, UK had two heavy bombers, and rockets, as well as four normal bombers. Germany had an AA gun in germany but had moved the rest to cover the russian front) it seems normal that when UK announced he was buying two more heavy bombers Russia that it was great. Japan, US, and Germany all said the rule only allowed two heavy bombers period. We comprimised and rewrote the rule to say you can only purchase or arm two heavy bombers a turn, but you could hold their attacks and eventually attack with more than two heavy bombers. this is what the UK did and when they invaded germany softened up the ground troops by hitting them with twelve heavy bombers of which ten made it through.

      My question is does anybody else have the problem and are there sites that have rule errata that anybody knows about. We have decided as group to get a consensus of the the members at AA.org to determine the future of heavy bombers. Please respond.

      posted in Other Axis & Allies Variants
      S
      SFC_Case