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    taamvan

    @taamvan

    '21 '20 '18 '17

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    '21 '20 '18 '17

    Best posts made by taamvan

    • RE: Introduce or Re-Introduce Yourself (Nov. 2018)

      Hey Crew–Taamvan from Kansas City here
      My favorite version is also, G40, though I have every edition save AA50 and BoB. Enjoy all wargames, role playing games, strategy games, and eurogames.
      Played Classic to completion about 4 times in college, never alotted enough time to really get into it back in the day.
      Starting in about 2014, my best friend Maphead Dave and I play head to head about twice a month, often G40 (mod’d) but in 2016, 42.2, and 2018, AAZ. Our next game will be Game 187.
      We also have a local KC club with about 15 members, they play G40 in one live sitting, about twice a month and at local cons

      I have attended Gencon for the last 3 years, and consider myself to have many friends from this site–people I keep in contact by phone and DM regularly; YG, Dave Jensen, Argothair, Black Elk, Hambone, plus the regulars from Gencon. I enjoy playing in the tournament games and being a booster for the game, in general. I’m not as into customizing as some of the others, but look forward to a chance to meet these guys live, so they can whoop me.

      The game itself is great, but the community and friends are what its all about, to me, if this were just another video game with a vast audience, it wouldn’t have this kind of grassroots following, that’s what makes the effort worth it.

      posted in Welcome
      T
      taamvan
    • State of the Onion G40 2019

      Hey crew!

      I think we are still trading around some great ideas. To throw in my two cents

      Going all Atlantic or all pacific isn’t historical, but its much more effective than splitting
      Going KJF is much more satisfying in some ways than KGF–with KJF you stand a better chance of toppling or surprising and seriously disrupting Japan than Germany.
      However, you can’t defeat Japan and while you’re suppressing Japan: Germany takes the game and so we need to prepare USA for a KGF regardless of what the Axis do or what their plan is
      This dynamic means that the everything the Allies do should flow towards moscow and be in place before the culminating battle

      ANZAC 3 planes to java (dont forget many players think you cannot land on dutch islands without capturing them that is incorrect) and then all 6 of those allied planes go to persia, then russia

      You cant lose on the pac board, so ANZAC should turtle after the intial 3–includes infantry because of limited production then protect sydney. Same Hawaii–guys dumped here early count for alot and can be supplemented by fighters even if you never buy fleet over there
      Taranto must be done, but that costs you alot of fighters–so UK must be garrisoned starting from turn 1 and continuing all game, no exceptions (and no factories, airbases, or tank SA buys until its clearly safe and Germany is headed elsewhere). Not doing taranto makes Italy rage which is way worse over time for the UK than just dealing with them from game start
      UK East wants sumatra and ethiopia and yunnan but you should take persia turn 1 and do what you need to do to keep egypt safe all game (tobruk? turtle? up to you)

      The best KGF I’ve seen has the USA transition directly from SZ 91 to norway, then finland, building bases as we go–so at some point you’ll want to destroy the German fleet to ensure they can’t do anything about it. If Germany wastes time or flinches you will be able to go over the top and take back leningrad thats 3 factories pouring out tanks

      A combination of US north and UK south rescue forces is the only thing that can prevent the income flop whether moscow dies or not
      for russia, more fighters is better than armor or mech or tacticals because they dissuade the crippling stratbombings
      for UK, more fighters is better than more men and ships because you go after the US and can support a US landing
      realistically, USA only gets 1 wave of ground troops before the russia game is decided–do not waste 1 man

      Finally, USSR is too weak and Germany too rich–your patch/set bid should address this, not alter the overall game dynamics vis UK/USA v Axis (insert pitch for Taamvan Mod v3.0 here)*

      I emphatically agree that large bids are not needed for anything short of league/master’s play–12-20 is plenty and the allies consistently win games of mixed skill

      good luck have fun boys

      posted in Axis & Allies Global 1940
      T
      taamvan
    • RE: We need an allied playbook.

      Russia needs every piece, and the other allies need all those factory nodes. There may be some more breathing room with a bid placed in favor of Russia, but plans that vary from the extremely vanilla (stack moscow) seem like temptations…and nothing more.

      The game is still dynamic and changing because player perception about what is optimal still has some room to move. I contend that having a vast experience and playbook is key so that you don’t go into the game with a rigid strategy that is easy to sniff out. A year or two ago leaving UK with a fleet was taboo but other players have left me with a fleet on turn 1 and then dealt with the rest later.

      All why I like weddingsinger’s plan of a Play Option Sea Lion–you only commit to sea lion once you see what UK buys turn 1. Placing or leaving the necessary units West does cost a turn (or turn and a half) of russian advance if you decline the Sea Lion, but its much harder to discern what the German player is trying to do than if he buys CV or TT on turn 1 or steps out into SZ 112. Even the best UK players are tempted to spend money away from the Home Islands starting turn 1–the crazy part is that Germany can conquer UK in the later game if its poorly and inconsitently garrisoned, and especially if all the fighters left/tarantod/died.

      Sea Lion is still a poor move–even when this gambit worked and I took UK with a fair number of units left, it doesn’t give you that much money, you need to add men and planes to defend it, it doesnt count towards 1 of Mark Movel’s VCs, and America knows what it has to do.

      Thats also why 2 SB is the ultimate Germany buy–it doesn’t telegraph a specific strategy, not even dark skies, but 4 SB can be used to accomplish any germany objective and you can decide on G3 what the actual plan is.

      posted in Axis & Allies Global 1940
      T
      taamvan
    • Allied Playbook Draft v1.0

      Welcome to the Allied Playbook v1.0

      This article is a compilation of the best Allied strategies, as proposed by Crockett36. These ideas are gambits and strategems that the community developed for the original ruleset, though most of them are useful for modified games. I present the moves and buys and an overall plan. Then, I briefly lay out the problems with that plan.

      These are not “how to win the game/beat the axis” plans—that would be too complex and conditional. When plans were developed by others, I’ve tried to give credit, and most of the plans have been fleshed out by the Axa.org community. My version of another contributor’s plan may depart from theirs, for the sake of simplicity.

      Russia Armored Mobility

      Buy/Moves: R1 Buy 6 armor. R2 Buy more armor, and mechs. Move everything to Bryansk/Belarus so that it threatens any German Stacks.

      Plan: Instead of building a bastion of infantry, this plan uses mobility troops to threaten the Germans as they approach. If Germany declares war early, the Russians force them to stack up in East Poland and stick together, slowing the offensive down. If Germany doesn’t declare war on G1-2 and doesnt move everything east, these units can stack up on the border along with everything else the Russians have and force Germany into a risky early battle. Infantry and artillery produce too little threat and so this plan gives Russia more options.

      Problems; Without a giant mass of infantry to protect them, the tanks and factories are vulnerable. Germany has so many infantry, armor, and air units that even if you put everything Russia has in the West onto one territory, they can still destroy it.

      Russia NO Gambit;

      Moves; Keep the 1 Armor and 1 Mech from Stalingrad in Caucasus. When Russia enters the war, liberate NW Persia. Build 1-3 more mechs and 1 armor. R 3-5 Liberate Persia and Iraq. R 6+ Liberate Ethiopia and Somalia. R 8+ Liberate Sicily and Sardina using friendly allied transports.

      Plan: Russia exploits its special NO for taking Axis and Pro Axis territory, gaining more income.

      Problems; This diverts crucial Russian mobility pieces away from the defense of the homeland. UK can’t take out the Italians in Ethiopia if Russia wants it. Russia can’t afford IC and units in Iraq and Persia and so the opportunity to build there with the richer Allies is lost. This plan is complex and takes a long time to execute so Russia may die in the meantime.

      Spanish Beachhead

      Moves; US 1-4 plenty of transports and fighters. UK same.

      Plan; Violate Spanish neutrality to establish a beachhead early in the game. Build a factory in Spain, then use Gibraltar port to move back and forth from the US East coast in a shuck-shuck. This is the best way to attack Axis-held France directly on land.

      Problems; Germany can take advantage of neutrality breach to get a boost in troops and income, especially if UK doesn’t demolish Turkey the same turn US takes Spain. Germany can also build at the French factories to block you, and if they see your plan, potentially overwhelm the Allies before they can build in force and take the factory away from you.

      Allied Dark Skies

      Buys/Moves; US 1-5 build primarily strategic bombers.

      Plan; Strategic bombers are the only US unit with enough mobility to get over to the center of the map before the Axis own most of that territory. Fly the bombers to UK, then onto Moscow. Use the massive threat of the bombers to demolish any German fleet hiding in the Baltic or Med. Use their mobility to zap whichever land or sea units that are exposed. Fly the bombers to Moscow to act as casualties or alpha-strike Axis blockers and exposed units.

      Problems; The US cant build much else when it is spending its money on bombers, and planes cannot take or hold territory. Many of the potential attacks will be made without other US units, so only high-value bombers can be taken as casualties. Germany has access to so many factories (2 major, 5 minor by G4) it is difficult to suppress them all. Allied units in Russia ruin a Russian NO.

      Northlock

      Moves; R1 Move 20 Russian units to Sahka. R 2-4 Move 20 Russian Units to Amur. US 1-3 Buy 4-5 Strategic bombers. US 4-6 more bombers and fleet.

      Plan; The US can threaten SZ 6 with newly built strategic bombers and land in Amur. Along with a threatening US fleet, SZ 6 isn’t safe and Japan must protect it or lose its ability to place new units. The Japanese will often attack Russian units left on the coast, but as they move south to take the money territories, the Russians step up and the US has a safe landing zone. Once the Bombers are safe in Amur, they can Stratbomb Japan proper.

      Problems; The Russian troops can’t help in the defense of Moscow. Since Russia goes before Japan, the Allies would have to guess about when Japan intends to declare war and step up to the coast. The Strategic bombers don’t add defense and Amur is too far away for US fighters to help.

      Southlock

      Moves; UK1 Transport with 2 units + 3 planes land on Java. Z1 Transport with 2 units + 3 planes land on Java.

      Plan: Block the spice islands bonus for as long as possible, and fly away to safety if Japan comes at this node in force. This is a way to get the planes to India without the threat of destruction. With 3 sacrificial allied ships, this node can be screened out (37, 43, 44) even when Japan has control of a port.

      Problems: You cant use the planes and ships to do other useful things, and the UK cant take Sumatra and/or Persia.

      Northlock and Southlock can be used as a combined strategy.

      US “Over the Top”

      Moves; US 1-4 Build transports and a fleet with at least 14 hits. US 4-6 Liberate Norway. US 5-8 Liberate Finland and build Industrial complexes in both Norway and Finland. Liberate Leningrad. Uk builds fighters.

      Plan; Once the US enters the war, the US takes Norway. It can attack from SZ 91, though that leaves it in the more vulnerable SZ 112. It can approach from above, landing in SZ 125. This ruins a German Bonus. Once the Germany Baltic fleet is dead, there isn’t anything they can do to recover the lost income or stop these factories pouring out aid to Russia.

      Problems; The US fleet and ground forces are vulnerable to interdiction as long as the German navy is hiding in the Baltic and the German Luftwaffe is on West Germany. This plan takes a long time to come to fruition. UK and Russia can’t liberate either territory and still have the USA build factories there.

      Yunnan Stack

      Moves; R1 Declare war on Japan. Move 1 Fig and 1 TB from Moscow to Yunnan, and 1 Armor and 1 Mech to Sikang. Use Russian pieces to keep China alive.

      Plan; Make it harder for Japan to cut the Burma Road bonus and smash China.

      Problems: This diverts crucial Russian mobility pieces away from the defense of the homeland. Without extra China bid infantry, the Japanese can still easily crush Yunnan. The stack is difficult to move forward because Russia goes before Japan and the other Allies, after Japan. This plan does cause Japan some headaches, but doesn’t help Russia survive.

      The Berlin Bank Job

      Moves: US takes Denmark. UK transits Danish Straits to capture Germany.

      Plan: The Allies take advantage of a German player who leaves Denmark and Germany lightly (or un-) defended. In a one-two punch, the US captures Denmark, opening the door for the UK to sail into the Baltic and amphibious assault into Germany, capturing Berlin and stealing Germany’s money. Executed at the right time, this move can save Moscow by preventing Germany from purchasing new units for at least one turn. Also, the UK gets a huge one-time income boost.

      Problems: In order to keep the German player from becoming alarmed and reinforcing Denmark and Germany, the Allies can’t have a huge troop buildup in advance of the operation. This means that minimal force must be used, which means that those units committed to Denmark and Germany are essentially on a suicide mission. This includes any British naval units which enter the Baltic, as they’ll be trapped there until Denmark is again liberated or they’re killed by the Luftwaffe, whichever comes first. This plan forces the Germans to try and defend 3 separate territories (Denmark, W. Germany, Germany) which can leave them vulnerable.

      Taranto Raid

      Moves; UK 1 SB 2-3 Fig 1 TB 1 CV 1 CA 1 DD attack the Italian 1 BB 1 CA 1 TT (3 Fig) SZ 97.

      Plan; Destroy most of Italy’s transports before they rage. Italy is obligated to counterattack the survivors, leaving Italy with virtually nothing left on I2. Helps ensure the survival of Egypt and keeps Italy away from the Oil money.

      Problems; The UK fleet is lost and the Med is ripe to be cleared. If the CA in SZ 91 is dead, a ship has to be diverted to kill the Italian 1 DD 1 TT in SZ 95.

      Tobruk Raid

      Moves; Use the UK units in Alexandria and the UK Transport to smash the 6 Italian units in Tobruk.

      Plan: Eliminate the land threat to Egypt

      Problems; The Italian units are stuck there and can be whittled down with less risk over time. May divert forces from Taranto, which destroys more TUV and Italy’s best units.

      Taranto and Tobruk Raids can be combined in to one strategy, though the risk increases since every UK unit in the region has a job to do and is on the line.

      The Gibbastion

      Moves; UK 1 buy an airbase for Gibraltar. Move 3 fighters to Gibraltar. UK destroys the Italian blockers in SZ 95, then moves everything it can into SZ 92 1 CV 2 Fig (1 TB, +2 Fig) 2 CA 1-2 DD etc.

      Plan; Keep a powerful UK fleet alive, that can form the nucleus of a new Home Fleet even when SZ 110/111 were annihilated. Block the Italian clear med bonus. Keep Gibraltar safe all game. Fly fighters direct to Egypt.

      Problems; This is an alternative to Taranto and you can’t do both. The Italians can attack SZ 92 with everything they have if Southern France was taken by Germany, and potentially destroy the fleet. Spending on the airbase and moving the fighters to Gibraltar means UK Home Islands are vulnerable to a Sea Lion.

      “Middle Earth”

      Moves: UK1 Liberate Persia. UK2 Build IC in Persia and Liberate Iraq UK3 Build IC in Iraq

      Plan; This is the most powerful way to bring UK Atl’s resources to aid UK Pac and Russia. Persia is the only space where you can fly newly built fighters direct to Moscow. Mechanized units can help UK Pac survive.

      Problems; UK can’t take Sumatra and UK Pac has less income. UK Atl has to be careful that it doesnt overspend in the ME and leave the Home Islands vulnerable. Best paired with Taranto to ensure Italy doesnt threaten the factories before they can produce enough units to defend themselves. Entering Russia with Allied units ruins one of their national objectives.

      The Sneaky Karl

      Moves; UK 2-3 move a DD among the Japanese fleet at peace in SZ 36, then declare war on Japan with ANZAC.

      Plan; Japan can’t load their transports in a hostile SZ. They will often set up for DoW by placing a big pile of ships and men on Kwangsi. This prevents them from taking the spice islands and ruins their war plans.

      Problems; Can’t be used during J1 DoW. Decouples the US declaration of war from the other Allies, so the US sits out with minimum income for the maximum time. Japan can prevent the entire plan by leaving its ground units on the transports during the interturn.

      UK/ANZAC Pre-emtive Declaration of War

      Moves: Z1 take Dutch New Guinea, UK 1 take Sumatra. UK 2-3 declare war with UK/ANZAC before Japan does.

      Plan; Get the NO for Hong Kong, and both NO for ANZAC, giving them maximum early income.

      Problems; Can’t be used during J1 DoW. Decouples the US declaration of war from the other Allies, so the US sits out with minimum income for the maximum time.

      ANZAC on Deck

      Moves: Z 1-2 build 1 fighter. Z 3-5 build more fighters, and/or subs.

      Plan: The US will use its might to provide 2-3 extra empty CV at SZ 26 to accomodate up to 6 extra fighters from ANZAC. This increases the sea defense of the US fleet so that the US concentrates on subs or airplanes that increase striking power. Because US and Z both go after Japan, the US can initiate a strike and then ANZAC can use its fighters and subs to finish off any survivors.

      Problems; The ANZAC fighters cant help India or Moscow. The Fighters are stuck on allied carriers in some situations and take up space that could be used to get US fighters/TB in position.

      Credits;
      Overall Concept: Crockett36
      Northlock, Southlock, ANZAC on Deck: Taamvan and Maphead
      Spanish Beachead: Young Grasshopper
      Russian Mobility: Gargantua/Weddingsinger
      Middle Earth: General Hand Grenade
      Allied Dark Skies: Cow
      Sneaky Karl; Karl

      posted in Axis & Allies Global 1940
      T
      taamvan
    • RE: Warfare Principles of Axis & Allies (By AndrewAAGamer)

      @AndrewAAGamer

      Thank you for the post. I can add, especially winning in the live tournament format:

      Sun-Tzu know your opponent: Any information that can be gained about their playstyle, opinions and predilections can become an advantage. You may also have to share information, but it may not be a 1-for-1 trade, (example; You know I like to buy mechs as Germany, I know you think stratbombing is a bad ROI)

      Your job is to ensure luck matters as little as possible. This is why you use overwhelming force–more than to prevent multiple rounds of retals, it ensures victory where board position matters more than TUV trade. Some battles are forced by circumstance as in your example where your partner loses a big battle–you may need to take a risk. Its better to take that risk before, rather than after, you’re in a desparate situation. But moreover–its best to force your opponents to take those risks by simply turtling well and making him impatient for a close to 50/50 attack.

      Decisive Battle; Some battles you can win by losing (both of you take massive casualties, but your follow on attacks defeat him in detail). The game we won in the tourney forced me to take a massive risk of attacking the US fleet on the final turn—luck did prevail that day but the overwhelming result was that so much Axis income was recaptured that it turned from a very close game to an overwhelming victory in 1 battle since by freeing a sea-territory a whole host of other units could/could not charge through that newly freed-up zone.

      Consistency; You hit on this–the player that refuses to give up may win just because of that. There are many times that my opponent believed he’d given it all and had no further chance of victory (and he was totally wrong). In that case, I don’t signal concession–I encourage him to concede. If the game creates irrational victory conditions, use that and hope they just time-out or give up before they are attained/obvious.

      Small stuff doesnt matter; we spend tons of time setting up small battles and taking $1 territories, but these truly do not affect the game as much as the key strategies; focus on capitals, defend and attack in force, flop the big money (+$70) dont sweat the small stuff. The smaller battles are a big part of (live) gameplay, but many winning strategies involve completely ignoring small, temporary money gains, or the survival of 1 infantry–and rely on much more robust dynamics…

      Which is why your odds example is a bit over-illustrative as to what modifys the actual battle odds. Most times Germany is attacking Moscow with a ton of 3-4 “to hit” units that will die last. The value of the capitol ($$, plus knocking an opponent out for a minimum 2 turns) means that you can sacrifice all your best units to kill their last guy, lose $200 IPC than he did, and pretty much clench the game while doing it. That is why AxA is and remains fun–you’re obsessed with small choices–to buy this unit over that, or to take 4 $1 territories or 2…but the real game is won or lost by much more chess like moves (you killed all my pawns, but I took your queen)

      posted in Axis & Allies Global 1940
      T
      taamvan
    • RE: Starting a Local A&A Group and Organizing Tournaments

      Hey Team,

      There are certain cities and areas that have a more organized following than others. Finding live players can be difficult; training and retaining them can be a challenge if they haven’t played in a while. Bob Roby and I play in some of the national tournaments, and over time we’ve grown to have about 10 local regular members, that play twice a month.

      I don’t use a social internet resource, just this website, an old-school email reply to all list, flyers, and word of mouth. Bob plays at both nationals and 4-5 local cons and highschools, churches, so hes a huge booster too. I also try to socialize with the guys that play; if AxA is a passion for you, you will find like-minded people at GENCON (and here). That is where we congregate, and where these relationships get started. GENCON has many details and mysteries that you can only learn from someone who has been–parking, food, scheduling and accommodations all require some planning. But that is my first suggestion; if you want to build local support (and personal excitement about our hobby), go national also. You’re just going to find the most enthusiastic and sportsmanlike players that way and may satisfy your own desire to play. I found 4 players at GENCON who are from the KC area, that I’d never met before. Then, they found me here, then at our local shop.

      I play fairly often now, so if a game gets canceled or missed, I’m not disappointed. I also dont attend every game, just when I can.

      Attend nationally
      Meet people on the Forums
      Post locally–find your following

      Probably one of the most difficult considerations isn’t who to play with or how to find them–its how to AVOID players who will deep-six your game. People who play wargames are nerdy, some of us have issues–still gossiping, inappropriate humor, distractions, racism, cheating, slopping, talking incessantly until its your turn, arguing about the rules, long whispering asides, 2 hour smoke break powwows…these will demoralize your club. Invite people who are genial and cooperative, be that sportsman–people who undermine these principles can’t have a long-term place in your group, or you wont have one.

      Thanks again DJ and crew, for all the work here. Go AxA!

      posted in Blogs
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      taamvan
    • RE: Merry Christmas 2018

      Merry Christmas to all plastic soldiers and generals

      posted in General Discussion
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      taamvan
    • Just loving the new forum

      really appreciate all you have done to improve this, the save draft and free edit features alone…the fluid chat…huge improvement. Jon

      posted in Website/Forum Discussion
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      taamvan
    • RE: Pearl Harbour Attack

      Tirano and I discussed this at Gencon, I remain skeptical regarding how all the J1 primary goals can be completed WITH pearl harbor on the table as well. YG has a video where he lays out both gambits, but goes on to demonstrate what has to be taken away from the J1 in Asia to fulfill the PH attack, and declines PH in order to safely complete the J1.

      Without the airbase, how can the air come to kill India? You only have 3 carriers, they’re needed to support both the east and west parts of your plan? You also need Yunnan, which will either cost you your invasion troops, or be left to China.
      Crush India sounds nice, but after casualties are taken during J1-J2, how can we even fill most of those transports, if anything went into China? J1 doesnt leave time for a trip back so its 1 packet of troops that diminish turn after turn.
      Why can’t USA step into SZ26? How much threat can we express against him when you have already allocated your planes and heavy ships to the southern push? I see that you can shuttle planes from japan into that fight–but what im not sure of is once you PH, why won’t he respond to that by spending 100% of his 10 factory money to stop what you’re doing, and before you can screen him out. Wont he do-or die defend Hawaii, since that’s what’s at stake?
      How can we get 4 TT’s worth of troops without budgeting for those? Strip asia forces?
      Italy and Germany’s contribution to your plan aren’t game changers when you consider that SZ 91 is likely blocked and that G/Ital have plenty to do on turn 1. It would be worth it to blow your chances of success on one board to ensure them on the other, but a much better plan is to play the game more conservatively and switch your focus from winning on the Pac board to the Atl board, then back to the Pac board…this makes the allies have to take bigger and bigger risks to stop your victory as you switch targets.

      The plan sounds awesome, but in my experience, J1 leaves Japan thin and quite vulnerable to the US. To account for blockers, carrier-shuttling, bombardments, and all your planes being in the right place to attack both targets–Japan despite its “Airplane Sprinkles” cannot do everything at once or in 1 turn. Planes that can strike the US cant strike India, sometimes they are 2 turns away from being able to switch goals.

      posted in Axis & Allies Global 1940
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      taamvan
    • RE: My Journey, My Triumph. By Lord Curtmungus, Part 2.

      To choose sides, whoever can rip a phone book in half first gets to pick.

      posted in General Discussion
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      taamvan

    Latest posts made by taamvan

    • RE: Global 2nd edition Q+A ( AAG40.2)

      @krieghund

      I appreciate the conversation and answer, and look forward to further discussions, questions, and someday–a game with you.

      posted in Axis & Allies Global 1940
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      taamvan
    • RE: Global 2nd edition Q+A ( AAG40.2)

      @krieghund

      We are discussing this in our community groups.

      How do you reach the conclusion that the “transport moves within the SZ”. This is also not relevant to the analysis of the other limitations in the rules.

      Unit 1 UK infantry is loaded on US transport on Turn 8.

      On Turn 9,
      US transport then moves, or does not move
      Unit 2 UK infantry (a different unit) is loaded on US transport from UK or Canada.
      Unit 1 UK infantry is dropped in non combat into normandy from the US transport
      Unit 2 UK infantry remains on the transport.

      Units did not move before they loaded (transport could, or not)
      Loading and Unloading occurred in the proper order
      Transport did not participate in both combat and noncombat actions.
      Unit 1 has spent the required turn on board the transport before unloading.

      Two units can be loaded from different territories in the same turn. Here, they could be loaded from the same, or different territories as long as the tt move / load —unload (ends turn) protocol is followed.

      The two units did not unload into different territories. They loaded from any territories (different or same) on different turns.
      Only the unit that has spent the interturn on the transport unloads during noncom, ending the turn of all 3 units.
      Unit 2 UK infantry remains on board.

      Each rule has been followed.

      Thanks Kreig!

      posted in Axis & Allies Global 1940
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      taamvan
    • RE: 👋 Introduce or Re-Introduce Yourself (Current)

      @dishero

      there is already an interesting Axis and Allies Korea, i enjoyed watching it

      posted in Welcome
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      taamvan
    • RE: ANZAC planes on US carriers

      @nishav

      You’re arguing for a commander in chief rule

      The rest of what i said was a response to your point about historicity.

      as the others point out GW and the Captain’s Mod have many different treatments for planes, sea planes, torpedo bombers, air transports etc etc

      My point was their treatment in AxA oob is a good tradeoff of all these ideas

      You rock

      Taamvan

      posted in Axis & Allies Global 1940
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      taamvan
    • RE: ANZAC planes on US carriers

      @nishav

      Carrier Fighter Groups are elite units with specialist aircraft trained specifically for operations from aircraft carriers. Those aircraft have structural improvements but also weaknesses of range and load based on the short runway and tolerances of operations at sea.

      Therefore, its quite unrealistic to treat land-based fighter groups as even capable of operating from carriers, and sea based fighters should be a separate, more expensive, range-limited unit that is allowed to operate from carriers. Some famous units like black sheep and marines did operate from land bases, but having the cross-capability of doing so is a luxury and requires extensive training and support and extra well-prepared bases.

      Besides the US and UK and the IJN, no nation had any practical idea how to actually operate an integrated, fully supported and non-seaplane aircraft unit from a ship and any attempt to do so without decades of preparation and planning would be a disaster.

      To follow your logic,

      carrier planes should be a separate unit
      normal fighters cannot land on carriers
      germany and italy can buy carriers but it costs them 15+ for sea stukas and they fight at -1/-1/-1
      The usa and uk go on to win the technology and operational war as they did in real life after they didn’t sink the nonexistent western axis CVs

      posted in Axis & Allies Global 1940
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      taamvan
    • RE: Did this game do well financially?

      @imperious-leader

      I would describe IB as Diplomacy + Castle Risk–though I’ve never actually played a complete game of those.

      The pieces are simplistic, and the battle is sandbox-like so much more like Twilight Imperium, all the teams are vying the open spaces and choke points, but you can’t leave your home bare. Hidden movements encourage secret alliances made by sms during the game and by phone before, so the game is in some ways intentionally not a “controlled” type approach (its a free for all with up to 6 players that all start with the same stuff)

      There is also a scenario where france starts out with a much bigger force and its everyone vs france.

      posted in Axis & Allies & Zombies
      T
      taamvan
    • RE: ANZAC planes on US carriers

      @nikola1975 word

      posted in Axis & Allies Global 1940
      T
      taamvan
    • RE: Soviet Union Bonus for Sicily & Sardinia?

      @the-duke

      You just load em up onto your Soviet Black Sea Navy. The one with the Battleship.

      posted in Axis & Allies Global 1940
      T
      taamvan
    • RE: ANZAC planes on US carriers

      @shkoboo

      Its more a problem with Tripple AAA than anything else, and not even really that.

      The issue with ANZAC on USA is that the USA is less flexible as long as the spots are taken up, and they are along for the ride a lot of the time which means they are not in a position to attack or defend other things. You want extra carriers but that doesnt come until later, as a plan it doesnt come together until japan attacks.

      posted in Axis & Allies Global 1940
      T
      taamvan
    • RE: Did this game do well financially?

      @imperious-leader Still a positive result because War Room and Imperial Borders are unlikely to have been the product of a corporate and mass market strategy

      Back to the activist investor, who would attempt to get them to sell or market what they already have

      posted in Axis & Allies & Zombies
      T
      taamvan