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    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
      trihero
      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
      trihero
      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
      trihero
      trihero
    • RE: Liberty

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

      posted in General Discussion
      trihero
      trihero
    • RE: Discussing AARE

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

      posted in House Rules
      trihero
      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
      trihero
      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
      trihero
      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
      trihero
      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
      trihero
      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.  😛

      posted in House Rules
      trihero
      trihero
    • RE: Having Trouble Connecting

      Lima Oscar Lima!

      posted in Website/Forum Discussion
      trihero
      trihero
    • RE: Discussing AARE

      Also just curious Axis Roll, what do you think is the best method of dealing with a lot of German subs in the waters? Obviously the UK alone will take too long to deal with it, which just about forces the US to put some heavy investment into the Atlantic early on.

      And also, how does one fight effectively on two fronts? I’ve read a lot of things about how AARE is global, but it seems to me that splitting actions as the Allies is just as bad as in AAR, because each Axis power appears to be more able than ever to deal with a half-ass effort. Also I read something about naval action in every AARE game in the Pacific, but it seems detrimental to the US to put anything there unless it plans on winning.

      posted in House Rules
      trihero
      trihero
    • RE: The UK and Industrial Centers

      I’m hoping I face someone who tries that some day, all I’ve got is theories to counter it without experience. Would you care to try it against me Mattpun in a test game? I don’t take Axis at less than 9 IPCs.

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

      I trust you will find a way. After all, you’re still riding on some hot round 1 dice, which could easily make up for the surprise factor.

      posted in House Rules
      trihero
      trihero
    • RE: The UnBaltic - CSub paper #18

      If England’s making a stretch and does both battles, they can win them both.  Dunno if they can survive it financially, but they can.  2 Transports, Battleship, 2 Fighters to SZ 7, Bomber Destroyer to SZ 13.

      Yes, but that’s what the paper wants England to do - to stretch itself thin and give itself the possibility of bad dice happening to them.

      1 bom 1 dest vs 1 btl 1 tp

      According to frood, attacker survives 23% of the time. Hmm….defender survives with 1 unit or more 59% of the time. Is that a great battle?

      2 fig 2 tp 1 btl vs 3 sub 1 tp 1 dest

      Attacker survives 75% of the time, with the most common result being both tps and 1 fig lost.

      So the average dice shows that the UK isn’t going to do well. Usually what will happen is the med tp is killed, but the bb survives and both dest/bom are dead. And what usually happens in SZ7 is both tps and 1 fig are killed.

      IMO, that is amazing for zero naval IPCs spent. You cashed in 2 tps 1 fig 1 bom of useful equipment (well and 1 dest, but I don’t count that since it’s not something UK really misses) for a navy you didn’t even care about or spend a dime into. You didn’t even use or risk a fig. UK has to rebuild its entire transport chain and has a measly fig for an airforce. Is that a recommended battle? You say Uk can win, which is true, but that’s pretty much a useless statement. It would be like saying well, I could send 4 inf 1 arm on R1 to W. Russia, and it could win.

      Not to mention, UK is absolutely forced to buy a carrier on UK1 and probably…another fig to replace the one it expects to lose! We’re not talking about insignificant changes to the UK plan.

      Better to prove that it is a recommended route to go.

      For someone who would prefer to avoid attacking the Baltic fleet, you seem strangely anxious to take 2 battles which have lower odds and wind up with you losing more.

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

      I don’t think it’s unstoppable either. I just raise the bid to counter it  :mrgreen:

      posted in House Rules
      trihero
      trihero
    • RE: The UnBaltic - CSub paper #18

      I like the paper.

      The weird thing is for the first time ever Csub has released something that wasn’t completely news to me! Either I’m getting better, or Csub is getting….BETTERER.

      posted in Axis & Allies Revised Edition
      trihero
      trihero
    • RE: The UnBaltic - CSub paper #18

      If they attack your bb/tran with dest/bom, that means the bom isn’t available to attach the fleet in SZ7. That’s a huge detriment, means it will slip away and the Germans get their transport back. Even if you don’t like leaving the tran/bb undefended, realize the UK bomber like the paper says has other things to do like attacking the SZ7 first of all and second clearing Egypt more efficiently.

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

      I’ll comment right now only on this one as you are a bit off base.  Russian winter and the turn (or two) that it buys you is HUGE.  Remember most Enhanced games are over by rounds 10-12.  One round delay means 8-10% of the game you can stretch your self a little thin and still be covered.

      I’ve also used this very early in the game (After breaking the treaty) against Japan to hold my allied advances so it’s not always a later round NA.

      Allowing it to be declared on Russia beginning of the turn to utilize the offensive capabilty is too strong.  It IS a defensive NA, and giving offensive power the next round also defends those territories next turn or those units that move up could be destroyed.

      Thanks for your comment. I do think I am probably underestimating R. Winter. I think you can get it to give you +2 turns if you do it right, because let’s say if one force is ready to conk you right next to Moscow, you declare it, then instead of them attacking and taking Moscow, they are instead running back a square so as not to get hammered by mighty infantry at 2. +2 turns helps a lot. Or you could like you said declare it to hold a very important offensive zone for the critical turn it needs to stabilize.

      What I don’t like though is that it doesn’t generally dictate the pace of the game. The Axis is keenly aware of where it can be used. You are waiting for a mighty force to accumulate at Moscow’s doorstep, and it seems to me at my nooby state of experience that the game is determined long before a massive force arrives at Moscow’s doorstep. And like I’ve read, AARE is less about massive clashes of inf/land forces. R. Winter seems to play to the old style of thought, waiting for a big land clash.

      I think at least it is more of a second NA choice than a first one. Russian Rail is so good it’s not even funny, and in case you’re not going KGF, then you should probably pick conscripts first to wall up E. Asia.

      I’m glad you guys like the destroyer strategy. It’s the first thing that popped in my head looking at AARE. It just seemed to me the old style of shuck shuck to Europe is far too difficult, and I don’t like splitting forces between the 2 Axis nations, and KJF also seems too difficult as well, so I like to “abuse” the infinite economic attack potential of combined arms.

      posted in House Rules
      trihero
      trihero
    • RE: Anti-Aircraft guns: Liberated or Captured

      And you thought I was chatty Mazer? o_O

      posted in Axis & Allies Revised Edition
      trihero
      trihero
    • RE: Anti-Aircraft guns: Liberated or Captured

      You’re a crazy mofo paintbrush…always entertaining to read your…“posts.” I think you’re more like general in teh jenf0rces than a major!

      posted in Axis & Allies Revised Edition
      trihero
      trihero
    • RE: Having Trouble Connecting

      I’m glad to see the mods are as impatient as I am  😄 Dunno, makes me feel not so lonely.  😉

      posted in Website/Forum Discussion
      trihero
      trihero
    • RE: Anti-Aircraft guns: Liberated or Captured

      and i have an AA in Karelia, you ˝liberate˝ the territory with UK forces, but the AA gun doesnt go ot USSR side  but to UK side which as its writen up there to quote…

      But you are not liberating Karelia. Because there is no capital, you are capturing it.

      posted in Axis & Allies Revised Edition
      trihero
      trihero
    • Discussing AARE

      I’m gonna start out with my thoughts on NAs, feel free to discuss I’m probably wrong in a lot of circumstances, but I want to learn. If I take a

      Russia’s
      1. Russian Winter-  😢 . What kills it - it is too defensive, and not particularly good at it. AARE appears to have a lot of focus on the many first skirmishes in a scramble for victory cities. Russian Winter is basically saying that you’re waiting for the Axis to come all the way next to Moscow before you can use it, and that usually doesn’t happen as the game is usually determined at some point before that. You may also get no further benefit from it than one extra turn from it, because the Axis can dance around active zones for a turn. A free turn is good don’t get me wrong, but it would seem to come at an awfully late part in the game while the Axis could be dictating it far before then.

      Suggestion: Russian Winter can be declared at the beginning of the Russian turn. At least this way you could use it on R1 to boost a Russian Triple attack, or at least it would take away the warning the Axis players get in the current embodiment declared at the end of your turn.

      2. Mobile Complex =  🙂 Good for a KJF strategy, or in a KGF, as a second NA. In some respect it is already as good as Russian Winter because it delays the Axis for a turn in which they have to rebuild the complex after they get the territory like Caucasus/Moscow. What makes it better than Russian Winter is that it is very flexible and hard for the Axis to avoid, you can move your complexes to areas where reinforcements are needed, and you can continue to do this as opposed to Russian Winter. You also get a free complex and inf, nothing to sneeze at.

      3. T-34s =  😞 Requires a big tank building session for Russia, and defensive play. However, the best defense comes from infantry, and infantry also provide fodder for future offense. It might be good if coupled with Lend Lease to nab a couple extra arm per round from your Allies, but it’s a little bit too defensive and not great at it either compared to the infantry you could build instead of the arm.

      Suggestion: Give Russia a free arm at the beginning of this NA.

      4. Lend Lease =  🙂 Solid all the way around in any strategy as first or second NA. Over some rounds Russia could feasibly accumulate the cash to develop a rocket tech, or in any case you can nab some fighters from your Allies to trade with Germany/Japan easier, which is great, since Russia already has a lot of men on the frontlines, just needing some expensive gear which it otherwise would not be able to afford.

      5. Russian Rail  🙂 A great NA. Russia can easily hold Karelia by itself, which is sometimes a big problem with the other NAs. You can zoom infantry from Mos/Cauc directly to Karelia, and zoom a lot of infantry from Asia towards Germany as well. Big pressure on Germany limits their build options, which is good since Germany is difficult in AARE.

      6. Siberian Conscripts:  🙂 You must plan a way to maintain the territories for a few rounds, otherwise it’s not worth it, but if you do plan it right, it’s worth a lot of IPCs and delay to Japan. It’s horrible if you allow Japan to expand to Yakut in 2-3 turns, because you have no NA anymore.

      Germany’s
      1. Atlantic Wall -  🙂 Not bad, but not always the answer. It gives you a superior defensive position, but you have to watch out for mass bombardments on W. Europe, which will eventually cave it in.
      2. German 88’s -  🙂 Not bad, but it’s limiting in the sense that the way to take advantage of it is to do a huge infantry/artillery push, which may not be the best way to win in AARE.
      3. Divebombers -  🙂 Not bad. It forces the Allies to build a carrier or two, and gives you more leeway in trading territories. What I like is that it’s flexible, since fighters are flexible.
      4. Panzers -  🙂 Good. It lightens the load of trading territories in two ways; you can now take those annoying zones where someone pickets 1-3 inf + aa (normally risky to send aircraft in), and you can also take the territory even if your inf screen burns off. But you have to send the panzers en masse because it’s really not good if they dont’ instantly kill the opponent, so it might only help you trade 1 territory per turn if you want to be very certain of the results. But then again, 1 territory per turn helps a LOT.
      5. Wolfpacks -  🙂 Good. What better way to annoy the Allies than with subs? The UK isn’t going to be happy at all when it starts off of -8 on its very first turn, and it likely won’t let up for a good while due to how difficult it is to tag subs and also the UK’s rapidly diminishing income.
      6. Afrika Corps -  :-). IMO it’s not terribly difficult to counter if you’re in the least used to AAR’s method of cleaning Africa out with the Allies; those few units don’t tend to make a huge difference because the Allies usually have air superiority in Africa, making it hard to trade/push there. But if you suspect the Allies’ strategy has a huge weakness in Africa, there’s no better way than to start off G1 with a truckload of units there and watch the Allies scramble with both that and the German navy.

      UK
      1. Radar -  🙂 For $8, you get a $5 aa gun, turn your bb into an AA gun that shoots at a 2, and get your destroyers to bombard. Or you get all your fighters immune to AA guns and defend on a 5. Radar is good because it gives you the flexibility to deal with any combination of German naval/air assaults.
      2. Royal Airforce -  🙂 I think usually the best way to deal a simple carrier reinforcement of the Baltic is to overpower it with air. With Royal Airforce, you can have a total force of 7 figs 1 bom ready to attack the Baltic on G2, forcing them to give it up or build even more boats. Although air alone can’t hit subs, figs are a great way to clear a sub-heavy navy by removing all the support units in an efficient manner.
      3. Royal Navy -  🙂 Destroyers is a good strategy in AARE due to combined arms. More destroyers out in the sea means more defense against naval/air assaults, and eventually mass bombardments.
      4. Commonwealth -  🙂 An inf per turn is nothing to sneeze at if you can manage the long term game. In fact, it’s easily one of the strongest NAs if you can do the long term. This NA  alone can make Africa invincible to all the most brutal of Japanese/German expansion tactics, and those tactics are extremely costly to other theaters of war. Putting an inf per turn into an inaccesible place like South Africa helps a ton.
      5. Colonial Garrison -  😞 Personally, I don’t think the UK can manage to put up units at an IC and also deal with Germany’s navy. The other problem is that complexes you set out there are vulnerable to convoy raids, and you may not be very happy if both Japan/German y have subs along the Indian coast. Commonwealth is probably better if your only goal is to maintain some pressure at India/Africa. But if the Germans are hamstrung or don’t care about their navy, garrisoning India/Australia can create a headache for Japan as the subs/inf stream out.
      6. UK Lend Lease -  🙂 If the Germans are going with a massive massive navy, this can be used as a second NA to recruit American figs as well as give the UK some cash to play with as convoy raiding takes its toll. The UK can assemble a huge airforce on its own with royal airforce + lend lease, allowing it to cleanly wipe out the Germans without the hassle of a 1-2 strike from UK/US which has a lower success rate.

      Japan
      1. Banzai -  😄 Gold star NA. I would recommend this 100% as Japan’s first NA. On J1, it frees up a significant portion of your airforce to do other things. On further turns, it allows your infantry to become quite the fighting force; each infantry has a 16% higher chance to hit on round 1, the most important round. Since the infantry is a cheap unit, that’s amazing. Really frees up a lot of equipment and gives you a huge battering ram to break through any pressure that the Allies are throwing at you in Asia.
      2. Kaitens -  🙂 Good NA. If America’s going after you, the free sub and cheap sub are quite welcome for fodder. If American’s not going after you, you can manufacture 5 subs much more cheaply to convoy raid the US.
      3. Tokyo Express -  🙂 It can be a very quick win by grabbing Australia on J2, and then holding Hawaii/Karelia/India, which is not out of the question the way some people play. Otherwise, it’s probably better as an anti-KJF tactic, since transports in KGF are getting you a more varied force to the frontlines at less cost. If you’re fighting off the Americans though, it helps a ton to build TE destroyers because they do a lot of things for their cost - offloading 2 inf per turn just like transports (in noncombat), sub detection, and reasonable attack/defense rates.
      4. Most Powerful Battleships -  :? Not sure about this one. It feels like it needs a permanent cost reduction of 1-2 IPCs. Look at NAs such as Royal Airforce, Navy, Divebombers, Kaitens, Kamikazers, Wolfpacks. Those NAs do 3 things - improve the unit, give you a discount on the first unit, and then give a further permanent cost reduction. Why is this one different? Two other NAs break the mold as well, but those are understandable - 88’s is understandable because a permanent reduction would make it way too good, it’d be the 100% replacement for infantry (not to mention you get 8 IPCs of free units as opposed to 5 or so on the above mentioned NAs). Reinforced carriers doesn’t necessarily deserve a permanent cost reduction because the US has another NA that can do that too.
      5. Kamikazes -  :? I just haven’t used this enough. I suppose it’s good vs KJF because you can snipe out transports, but using that ability isn’t economically sound, and is severely dampened if the US builds redundancy like having 3 transports with them. Plus the US might not even care about transports and simply look to convoy raid you to death. Also the US can easily counter this with reinforced carriers, so their carriers are no longer so vulnerable.
      6. Tech Advantage -  🙂 Basically a quick +16 IPCs to the Japanese. Probably most useful in a KGF to give the Japanese Jet Power to lend some more defense to Germany, help their tech out if they need it, and also to help overcome the common AA gun in Caucasus.

      US
      1. Reinforced carriers -  🙂 Possibly a requirement for KJF, otherwise your carriers are fodder for kaitens/kamikaze.
      2. Naval Industry -  🙂 Very likely a requirement for KJF, gives you a big economic edge. Every naval unit you buy is $1 earned, so if you’re buying 4-5 subs a round, you’re making an extra 4-5 per turn. Awesome!
      3. Tech Advantage -  🙂 Not only does it save on you a tech, but it takes out the 50% risk factor in rolling partial tech. That really makes a huge difference; failed techs hurt doubly because they cost you more to finish and they also take another turn to implement. This can quickly get you some rockets into the game against Germany, or any other tech you can think of.
      4. Pac Divisions -  🙂 Basically +3 IPC per turn. That’s even better than naval industry if you build less than 3 boats per turn. Gives you flexibility in defending the W. Coast as well as shucking units. Combine pac divs + naval industry to make the US a monster to fight against.
      5. Marines -  :? Haven’t used enough. If you plan it right you could get a huge payload into W. Europe on turn 3 or so, but I think it’s a better idea to slowly ramp up destroyers with combined arms to wear out W. Europe then Germany.
      6. Mech infantry -  🙂 Infantry aren’t supposed to move at 2, but now they do. That makes retaking Africa with the US a cinch, as well as operations in Europe. It would of course be worth a lot more with a nation like Germany or Russia, but it still is good for the US.

      posted in House Rules
      trihero
      trihero
    • RE: Anti-Aircraft guns: Liberated or Captured

      I am not going to argue this any further. Neither Mazer nor I ever implied that the original UK gun in India becomes Russian when the Russians liberate it. Whichever way you spin it, the answer to the original poster’s question is the UK gets it.

      I think the misunderstanding comes from whether you were trying to answer the original poster’s question or put a hypothetical about a Russian AA being in India. I was only trying to answer the poster’s question, not a hypothetical about a Russian AA being in India. That is where the misunderstanding is, I think. But I would agree with your interpretation about the hypothetical.

      Also you are incorrect about the whole situation about capitals being captured and whatnot, if you read LHTR it says only AA guns in the liberated capital go to the owner of the capital, but everywhere else it stays pre-liberation control, not reverting to the original owner. Anyways bah! -_-

      posted in Axis & Allies Revised Edition
      trihero
      trihero
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