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    Bean

    @trihero

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    Best posts made by trihero

    • RE: The "right way" to play Germany

      You have a very good grasp on Germany strategy. Definitely the fighter fleet is key to German defense/offense.

      My comment is that the Allies do not have to overbuy navy as much as you might think. If you don’t buy a carrier the first turn, as UK I would build 1 carrier + 1 fighter and destroy your Baltic fleet and invade Norway full on, and deploy the carrier/fighter with the battleship/2 trans. Only 4 German planes will be able to try to attack that fleet if the Germans invade Anglo-Egypt seriously. After that I would build one more carrier with the UK and have the US land his fighters on it. Along with the US’s two destroyers and 1 battleship, the combined navy is strong enough to repel any aerial assault on it unless you insist on building fighters.

      That’s quite an interesting thought about building 1 fighter every turn, though. I never thought of trying that to force the Allies to buff up their navy a bit to respond to that. The problem to me is that you could have gotten 3 infantry instead of that one fighter, and still have 1 IPC left over. If all the Allies are going after you, you pretty much want all the fodder you can get. Although maybe the fighter will be worth it if it forces them to build up more ships. It seems to me an economical waste overall though maybe, because every fighter costs 10 but transports only cost 8, which is what the Allies would be taking casualties on if you assaulted them. They could just overbuild transports and rely on 2 loaded carriers + 2 battleships + 2 destroyer for their firepower while you’re hitting easily replaceable transports with your costly air force.

      Another alternate strategy I thought of with Germany is trying to research rockets if you’re convinced they’re all out to get you; like spend 15 IPCs in the first few rounds on 3 dice to try to get it. The investment usually manages to pay for itself before the game is over, and it can really put the breaks on the Russians since they’re losing about 6.5 IPCs on average which is devastating. With Japan coming from behind with anywhere from 6-9 tanks from factories every turn, Russia can quickly collapse, allowing Germany to quickly blitz its territories back. Or potentially the game would be over if you’re playing with 9 victory cities if Germany hasn’t lost any of his.

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: Nominations for A&A Revised Strategies

      If you’re really feeling snazzy, bring the UK bomber to Sinkiang on turn 1. Now the Japanese can’t simply build 3 transports, because they will be in danger no matter where they are deployed. If you sunk the japanese sub and landed the indian fighter on the hawaiin carrier, this really causes havoc because the Japanese hardly have ships to spare back in sz59/60 for defense.

      posted in Axis & Allies Revised Edition
      triheroT
      trihero

    Latest posts made by trihero

    • RE: School sucks

      Bean… stay in school as long as you can.

      The real world is MUCH worse than the life of a student.

      That’s the effing problem I think. I don’t want to stay in school, but I’m absolutely certain it won’t be any better once I graduate.

      I think I really now appreciate Rudolfo Anaya’s saying: life sucks, and then you die.  :roll:

      posted in General Discussion
      triheroT
      trihero
    • School sucks

      I wish I could play A&A all day instead of paying attention to real life.  :mrgreen: Sorry guys for afk’ness, no idea when it will end.

      posted in General Discussion
      triheroT
      trihero
    • RE: AARe - KGF ideas

      I agree that tech is the way to go in AARE for the Allies. If anything, Germany is even easier than ever to contain. I think that AARE actually hasn’t balanced the KGF/KJF strategies; what it has done is changed the face of the game by making it more economic oriented and less dominated by heavy land war. I agree AARE has walked slightly in the direction of a more balanced game in the sense that the Axis can more feasibly shut down the game due to victory cities, but otherwise Germany still looks to be the logical target.

      My personal twist on KGF is mass destroyers with the US. I use Russian Rail to maintain Karelia, and use the UK to maintain Africa and deal with a light-moderate German fleet, while the US builds up to 10 or so destroyers in the first two turns, building 1-2 thereafter while defending against Japan by building land units, and bombards the snot out of the Germans. I see destroyers as the unlimited economic attack.

      Eventually Germany can no longer do anything except sit there wait to die, while Japan is slowly trying to make its own economic attacks and push Russia with banzais.

      Rockets can be countered with Jet Fighters.  Not well, mind you, but it can.  I think in this case, it would have been wise for Japan to fire off fighters with Jet abilities to Europe ASAP with Germany protecting her fighter stash and getting Jet Fighters (Shared tech) as well.

      This would shield some, or all, of the allied rocket attacks.

      I agree with this counter. If I suspect a massive coordination of Allied SBRs/rockets due to their round 1, I would take tech advantage as Japan’s 2nd NA (Banzai always first, no deviation in any case) for Jet Fighters, and make an attempt to help the Germans stave it off. While Jet Fighters is not a perfect counter, it is much better than doing nothing.

      posted in House Rules
      triheroT
      trihero
    • RE: Liberty

      What would you propose we do about our state of slavery then?

      posted in General Discussion
      triheroT
      trihero
    • RE: Discussing AARE

      Might be today or Friday, I commented in our thread my current game situation.

      posted in House Rules
      triheroT
      trihero
    • RE: Discussing AARE

      One way to minimize this is to give up western and just take it back every turn with an inf or two.  Germany still gets the money.

      But Germany gives up a VC. No longer is taking either Caucasus/Karelia good enough any more.

      While I don’t necessarily believe that mass destroyers is always the best idea, I at least think it should be a major tech, because what it is essentially is buying you is unlimited economic damage potential. This is in huge contrast to convoy raiding/SBR which are capped at their territory value, but it’s more than possible for a large stack of dds to do well over the territory’s cap. I understand that dds cost more, but you are paying for the potential for unlimited economic damage, and that means a lot.

      I do agree with Axis_Roll that massing dds with UK isn’t the best idea due to German sub blocking, but for the US it’s probably a much better idea than straight shucking to Europe. Shucking to Europe can easily be cut down to a bunch of wimpy inf if Japan convoy raids W. US, but if you have a pile of dds before Japan can get the US down they can continually deal a lot of damage. And you can slowly ramp up the damage with 1-2 dds every turn, using the rest for defensive land purchase.

      And now I know what to look for and will see it coming and will react accordingly early on to make a large difference.

      Could you give us the general gist of what you would do without giving away all your secrets?  :lol:

      posted in House Rules
      triheroT
      trihero
    • RE: Discussing AARE

      So US could assist in the battle of the atlantic while building enough fleet to hold the IJN at bay, and then return their main focus on the Pacific once UK has built enough navy to control the atlantic.

      Curiously, that doesn’t seem a whole lot different than the way some players to it in AAR. For instance, Darth Maximus is a fan of first using the US to control the Atlantic/Atlantic, then switching to a massive Pacific Navy in AAR. I agree it can be more rewarding in AARE due to the victory cities the Allies can reclaim in the Pacific as well as convoy raiding Japan, but I think AARE is still very AAR in the core sense that you do have to focus on winning one theater before moving on to the next, it’s not global in the sense that you can split your efforts down the middle and expect to win.

      And with the comment on subs being good sub killers, I agree that they are, but that I have to echo Jen’s comment that what are you going to use all those subs for after you’re done killing Germany’s subs? They’re a very long way from Japan, and they won’t do a thing to Germany. I think some combination of destroyers/fighters is best to wipe out Germany’s navy because they do have some fairly immediate use after done with the navy, they are “dual use” units. Subs are somewhat dual use in the sense that they can convoy raid, but talking about Allied subs in the Atlantic and they’re not so dual use.

      posted in House Rules
      triheroT
      trihero
    • RE: Hope after Africa or How I survived being kicked out the Dark Continent

      You can also try naval link strategies and forget about Africa. There are very few players who know what they’re doing vs a naval link, and even if they do know about it, Africa will be pretty empty of any troops since both Germany and the Allies aren’t doing much in there, leaving it open for Japan a few turns later.

      If you’re serious about Africa, the only way you can make it difficult for the Allies is to land there hard on G1. If you don’t land hard enough, it’s counterattacked and they follow you on turn 2, and you’re just not getting much out of it.

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: Hope after Africa or How I survived being kicked out the Dark Continent

      I’m going to give a half-serious response : up the bid. If you can’t manage to survive as Germany, you just need to keep upping the bid so that

      1. You kick Germany’s butt with the Allies and rack up wins, until
      2. You meet someone with a good strategy then copy his so you can win with Germany

      A more serious response is that you can’t expect to hold Africa with Germany if the Allies do not wish it.

      posted in Axis & Allies Revised Edition
      triheroT
      trihero
    • RE: Discussing AARE

      Yea I love wolfpacks. Makes a HUMONGOUS difference from AAR subs - cost $7, basically attack on 3, can’t be hit alone by air, muwahahahaha.  :-P

      posted in House Rules
      triheroT
      trihero