Am I missing something here? What about bonzai charge=infantry that attack as well as they defend. If infantry defend the best for how much money they cost, then infantry attacking just as well are the ATTACKING unit for there money. A unit that is good at defending and attacking and is cannon fodder is a good unit.
Posts made by yamamato456
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RE: Best National Advantages
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RE: First Time Troubles
I usually have a stool and a couple other surfaces around the table, and i dont think the battleboard is really necessary. By the second time playing you should have memorized how strong units are.
Me and the friends that I play with are freshman in highschool, so if we can do it I know a senior can. Also, we don’t drink, and from what I have heard from this forum a couple of beers make this game complicated. So maybe theres a slight advantage of not being older and wiser.
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RE: Buying units
Ah thank you very much. I know it may have been a dumb question, but it helps my strategies. “it is better to be a fool that is right, than to be a wise man that is wrong”, some guy who makes oxymorons.
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RE: Buying units
I know but in this, the Axis Allies Europe forum there are people who talk about buying all infantry as russia (but if you go to limit you will still have 9 IPC left) and Germany starts out with 40 IPC and can only build 10 units so 10 art multiplied by 4 equals 40, and that makes it so there is no point to buy infantry as germany.
I’m probably being really dumb about this, so can someone give me a thorough explanation of this?
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Buying units
In the rule book it says you can only place as many units in a country per turn as its PIC amount indicates, but in a lot of strategies I here people talk about buying 8 infantry for Russia, but they should only be able to buy 5.
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Which Ally Gets Mideast Money
Which ally gets the mideast money? I looked in the rule book but could not find out who does.
Do they just not get any money from it? -
RE: Would the Allies win without Russia in the real war?
I think that U.S.A. would own Canada we would have air, naval, tank, artillery superiority on a ratio of like 10 to 1. Not to mention we would have way more men.
And to answer your little “canadian troops are better trained”… we could use troops who have actual combat experience (Iraq, Afganistan). I would say 1 week of combat experience can make up for 1 month of training
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RE: D-DAY Question
I think D-day was vital I have heard from somewhere that the Germans were actually very close to being able to use nuclear weapons, if there was no D-day the war may have lasted long enough for a possible nuclear war (BAD)
But then again im not sure i have my facts straight.
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RE: Rocket Spam strategy
I as Russia only send the units east of russia and caucasus on the first turn to asia the rest to concentrate on germany
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RE: Invading UK
I found your a… article a little pessimistic.
But I was saying like only maybe buying 1-2 transports(not even nesecarily your first turn) which if spread out over 2 turns is less than 1/4 IPC, and I was mostly talking about the one you already have
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RE: Rocket Spam strategy
ooops sorry for the bum strategy… I didnt know the whole rocket once per factory rule.
But as for the whole not getting rockets, we play with the house rule where every tech is 12 points except heavy bombers, then you spend 5 IPCs for a tech role and the role you get is the points your get so about 3-4 dice should get you the rockets, and if I wanted I could have the made up science NA for Germany (one free tech per turn). Anyways even if you do get tech for 20 IPC, and not get the extra aa, then an average of 10 per turn should repay itself by turn 2.
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RE: Japan Strategy Concept
ooooooh i think thats a challenge
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RE: Japan Idea(s)
That is a pretty good idea, whenever I’m japan I usually do that instead of concentrate on the north route. People will argue that by going north you take IPC directly from russia but I argue that by goin south you can use more force help germany out and meet up and work together.
Think about it if the axis seperated can win the game sometimes just think about if they work side by side. I mean thats the only way the allies do so good is because the allies all work together.
And by the time Japan gets buy moscow they usually dont have many forces there and are in range for an easy counter attack by russia.
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RE: Rocket Spam strategy
Germany is really the only country that sould buy aa for rockets: The strategy being that on the first turn they get rockets and buy 2 aa guns, and move the german aa gun to east euro and the south euro aa to the balkans. The next turn they will have 5 aa guns capable of hitting britain, caucasious, and russia, the balkans and east euro one shoots at russia, the south euro shoots at cauc, and the german and west euro ones shoot at britain. Each turn the allies will lose about 17.5 IPC on average, AND on the first turn you can take away 7.5 IPC from gb and 3.5 IPC from cauc averaged.
11+17.5=28.5 IPC…and on your first turn if you buy 3 tech for rockets and 2 aa guns by the second turn your little investment has already paid for itself, and all of this is not cheating because only one aa per territory is shooting, which follows the rules.
I did this last time I was germany, and I won (except I spent 4 tech dice, so actually it wasn’t until turn 3 that it more than paid for itself.)
The only prob I see with this strategy is that if you dont get rockets it could be by turn 4 or 5 that the rockets pay for themselves, and even when I did get it all on first turn I spent so little on actual combat units that I had a somewhat tough time versus russia.
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RE: How to improve the Weapons Development?
Me and a couple of friends were playing and we used rules like this, but just to shake things up a little we remembered the industrial technology tech from original aa and made it worth like 45 or something, nobody went for it but at least the tech was still there…
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RE: Invading UK
actually having your transports sitting in the baltic is not completely useless you can use your trasports to each move 2 inf from germany to karelia, or norway (depending on situation) a turn which can speed up inf by 1 or 2 turns. you can also somewhat use this strategy in the mediteranean (using bombardment as help!)…. but i wouldnt recomend the latter. anyways, if you build a few more transports in the baltic you threaten to invade u.k. and speed up inf movement.
Please dont call me dumb if I am wrong.
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RE: Rocket Spam strategy
im not completely certain but i think i read in the rule book that you can have as many aa guns in a territory as you want but only one may fire from that territory per turn, for example you could have 4 aa guns in germany but only 1 of them could fire in that turn and if an aircraft bombs or goes over a territory with multiple aa, only one gets to fire at it