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    vonLettowVorbeck1915

    @vonLettowVorbeck1915

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    Best posts made by vonLettowVorbeck1915

    • Zombies 1942: How Does Axis Win?

      I’ve played a few games of 1942 with the supplementary Zombie rules and it just doesn’t seem like Axis has much of a chance. How are they supposed to bust Moscow in time when every Russian inf they kill (and German that gets killed) has twice the chance of hitting a German in the next round of combat as a Russian? Choking USSR economically to get a enough of a resource advantage means, as far as I can tell, that India then becomes the insurmountable stack. Attacking Moscow for a round or two, then retreating, and leaving the Russians with all those zombies is one option, but as usual you’re on the clock against US expansion in particular, and even an apocalypse which is basically always an Allied win.

      For those players who have done well with Axis in 1942 + Zombies how did you adjust to the apparent boost Allied turtling has gotten? I buy a lot more artillery but I just can’t keep up with Calcutta/Moscow turtles.

      posted in Axis & Allies & Zombies
      V
      vonLettowVorbeck1915
    • RE: Zombies 1942: How Does Axis Win?

      On second thought, because the Zombies 1942 setup was so janked up, we just straight up used the 1942 2E setup (so they are not identical, maybe 85% the same). UK is definitely weaker navally in 42 than Z42, and Germany has less land units in 42 than Z42. Maybe that’s more than the axis can handle. (Russia has 2 less land units in 42 than Z42 as well). My suspicion is that the setup differences wouldn’t quite address the uphill battle Axis faces, especially when the added units to Z42 are infantry which compound the turtling problem(?). I think all powers have added land units relative to 1942 but the Axis advantage there is minor.

      Maybe a game with the zombies setup (but use the 1942 2E US setup) would change things a bit.

      posted in Axis & Allies & Zombies
      V
      vonLettowVorbeck1915
    • RE: Day 2 Feedback (Post Hotfix)

      @DoManMacgee said in Day 2 Feedback (Post Hotfix):

      I did start a multiplayer game last night, and that all works fine. Dice roll a bit slowly compared to offline play, but that’s probably because the online mode uses dice servers or some sort of anti-cheat mechanism.

      Perhaps the dice servers are why, but regularly I have issues where it takes 10-15 seconds to move units because of the absurd lag. Move inf, wait 10 secs, move inf, wait 10 secs, repeat. It seems like quitting the game and restarting helps and this is actually quicker than waiting when you have a lot of moves.

      Lag is a major issue IMO, even today (8/2)

      posted in Axis & Allies 1942 Online
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      vonLettowVorbeck1915
    • RE: Axis & Allies 1942 Online Early Access is Here … on Wednesday

      I know it’s early release, but the fact that the developers make it so you can only move 1 unit at a time, no matter how big your inf stack is, makes me seriously question if they have any idea what they are doing.

      posted in News
      V
      vonLettowVorbeck1915
    • First Impressions

      The zombie mechanic is definitely interesting, even if it’s not my favorite thematic addition. It’s really overriding years of “instincts”

      Granted we are playing our first game, and there are beverages involved, but first glance it looks like Germany can just steamroll russia by buying a bunch of artillery or tanks while Japan gobbles up the eastern territories. But at the same time it seems like a giant battle would have some pretty big zombie ramifications that on the odds make attacking harder with 2 A sides.

      Also, maybe it’s just the luck of the rolls, but it seems like we are getting a lot more “D” rolls than would be expected. I don’t know much about weighting of dice but could that actually be a factor, as the D side is hollowed out a bit but the opposite is flat. (A side’s are opposite each other)

      Anyways, it’s very interesting to see what cards come up. I think there were 7 in a row that put a zombie in one of my territories before my opponent’s territory got hit. Zombies landing on islands sure can screw up things. All in all, a good twist that might be fun to add to 1942 like the rulebook recommends.

      posted in Axis & Allies & Zombies
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      vonLettowVorbeck1915
    • RE: AAZ - Review and Thoughts (Work In Progress) [House Rules]

      Yes, I am concerned about the idea that the allies are best served by intentionally giving up the world to the zombies. It’d be interesting to see how much strategies would change if both Axis and Allies tried to avoid the apocalypse

      posted in Axis & Allies & Zombies
      V
      vonLettowVorbeck1915
    • RE: Zombies 1942: How Does Axis Win?

      Another thing is gaming the zombie controlled territories with techs. It’s cool to have the random events influence the game to some extent, but in the current game USA has mind control ray and can really take advantage of moving zombies into unoccupied territories which get the zombie income up pretty high and makes things riskier for the Axis. Zombies are basically another Allied Power late game, since if Germany does a couple rounds in Moscow and then leaves it to the zombies to come back later (plus it’s happened a couple times that the zombie-stacked player draws the move half of the zombies card), that’s 8 for the Zombie income that can really set off the apocalypse.

      Not really sure what could discourage the Allies from turtling and/or actively trying to get the Zombies more income. It seems like a light unit advantage for Axis over 42 2E is offset by massive defensive and cheesy strategy advantages for the Allies.

      posted in Axis & Allies & Zombies
      V
      vonLettowVorbeck1915

    Latest posts made by vonLettowVorbeck1915

    • RE: Which Version Do I Have?

      @Krieghund said in Which Version Do I Have?:

      The easiest way to tell is to look at the Avalon Hill logo in the lower right corner of the box top. If it has a “50” on it, it’s the original; otherwise, it’s the reprint.

      Thanks Panther and Krieghund!

      In terms of the errata posted in this forum, are those already applied to the newer rulebook, or are there still some to consider?

      posted in Axis & Allies Anniversary Edition
      V
      vonLettowVorbeck1915
    • Which Version Do I Have?

      Hi All, I just got AA50 in today. How do I know if I have the reprint or the original release? And does it matter? What I mean is, did the reprint update the rulebook with the errata, etc.? The copyright date on the rulebook is 2008 I believe so I assume it’s the older one but if they just did a straight copy…

      posted in Axis & Allies Anniversary Edition
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      vonLettowVorbeck1915
    • RE: Feedback and questions for other players

      Yeah dice are wonky. But getting diced is offset by the fact that when I am Axis I can sealion a solid 40% of the time G2. A lot of new players on there, but it seems like overall it’s getting better slowly.

      posted in Axis & Allies 1942 Online
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      vonLettowVorbeck1915
    • RE: Day 2 Feedback (Post Hotfix)

      @DoManMacgee said in Day 2 Feedback (Post Hotfix):

      I did start a multiplayer game last night, and that all works fine. Dice roll a bit slowly compared to offline play, but that’s probably because the online mode uses dice servers or some sort of anti-cheat mechanism.

      Perhaps the dice servers are why, but regularly I have issues where it takes 10-15 seconds to move units because of the absurd lag. Move inf, wait 10 secs, move inf, wait 10 secs, repeat. It seems like quitting the game and restarting helps and this is actually quicker than waiting when you have a lot of moves.

      Lag is a major issue IMO, even today (8/2)

      posted in Axis & Allies 1942 Online
      V
      vonLettowVorbeck1915
    • RE: Axis & Allies 1942 Online Early Access is Here … on Wednesday

      I know it’s early release, but the fact that the developers make it so you can only move 1 unit at a time, no matter how big your inf stack is, makes me seriously question if they have any idea what they are doing.

      posted in News
      V
      vonLettowVorbeck1915
    • RE: Zombies 1942: How Does Axis Win?

      @taamvan

      I think your post more refers to the OOB game than the 1942 2E with Zombies added.

      posted in Axis & Allies & Zombies
      V
      vonLettowVorbeck1915
    • RE: Zombies 1942: How Does Axis Win?

      Another thing is gaming the zombie controlled territories with techs. It’s cool to have the random events influence the game to some extent, but in the current game USA has mind control ray and can really take advantage of moving zombies into unoccupied territories which get the zombie income up pretty high and makes things riskier for the Axis. Zombies are basically another Allied Power late game, since if Germany does a couple rounds in Moscow and then leaves it to the zombies to come back later (plus it’s happened a couple times that the zombie-stacked player draws the move half of the zombies card), that’s 8 for the Zombie income that can really set off the apocalypse.

      Not really sure what could discourage the Allies from turtling and/or actively trying to get the Zombies more income. It seems like a light unit advantage for Axis over 42 2E is offset by massive defensive and cheesy strategy advantages for the Allies.

      posted in Axis & Allies & Zombies
      V
      vonLettowVorbeck1915
    • RE: Zombies 1942: How Does Axis Win?

      On second thought, because the Zombies 1942 setup was so janked up, we just straight up used the 1942 2E setup (so they are not identical, maybe 85% the same). UK is definitely weaker navally in 42 than Z42, and Germany has less land units in 42 than Z42. Maybe that’s more than the axis can handle. (Russia has 2 less land units in 42 than Z42 as well). My suspicion is that the setup differences wouldn’t quite address the uphill battle Axis faces, especially when the added units to Z42 are infantry which compound the turtling problem(?). I think all powers have added land units relative to 1942 but the Axis advantage there is minor.

      Maybe a game with the zombies setup (but use the 1942 2E US setup) would change things a bit.

      posted in Axis & Allies & Zombies
      V
      vonLettowVorbeck1915
    • RE: Zombies 1942: How Does Axis Win?

      Well considering the 1942 setup for Zombies is almost identical to the normal one (1942 2E I think if we are being technical), I just used the 1942 one.

      posted in Axis & Allies & Zombies
      V
      vonLettowVorbeck1915
    • Zombies 1942: How Does Axis Win?

      I’ve played a few games of 1942 with the supplementary Zombie rules and it just doesn’t seem like Axis has much of a chance. How are they supposed to bust Moscow in time when every Russian inf they kill (and German that gets killed) has twice the chance of hitting a German in the next round of combat as a Russian? Choking USSR economically to get a enough of a resource advantage means, as far as I can tell, that India then becomes the insurmountable stack. Attacking Moscow for a round or two, then retreating, and leaving the Russians with all those zombies is one option, but as usual you’re on the clock against US expansion in particular, and even an apocalypse which is basically always an Allied win.

      For those players who have done well with Axis in 1942 + Zombies how did you adjust to the apparent boost Allied turtling has gotten? I buy a lot more artillery but I just can’t keep up with Calcutta/Moscow turtles.

      posted in Axis & Allies & Zombies
      V
      vonLettowVorbeck1915