Game History
Round: 3 Purchase Units - Americans Americans buy 1 armour, 1 bomber, 1 fighter, 1 infantry and 3 transports; Remaining resources: 0 PUs; Politics - Americans Trigger Americans War Production Eastern: has removed 1 factory_minor owned by Americans in Eastern United States Trigger Americans War Production Central: has removed 1 factory_minor owned by Americans in Central United States Trigger Americans War Production Western: has removed 1 factory_minor owned by Americans in Western United States Trigger Americans War Production Eastern: Americans has 1 factory_major placed in Eastern United States Trigger Americans War Production Central: Americans has 1 factory_major placed in Central United States Trigger Americans War Production Western: Americans has 1 factory_major placed in Western United States Combat Move - Americans Trigger Americans Unrestricted Movement: Setting movementRestrictionTerritories cleared for rulesAttachment attached to Americans 2 infantry and 1 transport moved from 16 Sea Zone to 17 Sea Zone 2 infantry moved from 17 Sea Zone to Iwo Jima Combat - Americans Battle in Iwo Jima Non Combat Move - Americans 1 artillery, 1 battleship, 1 carrier, 2 cruisers, 3 destroyers, 1 fighter, 1 infantry, 2 submarines, 1 tactical_bomber and 1 transport moved from 16 Sea Zone to 17 Sea Zone 1 artillery and 1 infantry moved from 17 Sea Zone to Iwo Jima 2 carriers and 4 fighters moved from 7 Sea Zone to 17 Sea Zone 1 infantry and 1 mech_infantry moved from Western United States to 10 Sea Zone 1 battleship, 1 infantry, 1 mech_infantry and 1 transport moved from 10 Sea Zone to 26 Sea Zone 1 infantry and 1 mech_infantry moved from 26 Sea Zone to Hawaiian Islands 1 fighter moved from Aleutian Islands to Siberia 2 bombers moved from Alaska to Siberia 1 bomber moved from Western United States to Siberia 1 armour moved from Eastern United States to 101 Sea Zone 1 infantry moved from Eastern United States to 101 Sea Zone 1 armour, 1 infantry and 1 transport moved from 101 Sea Zone to 91 Sea Zone 1 armour and 1 infantry moved from 91 Sea Zone to Gibraltar 1 infantry and 1 mech_infantry moved from Eastern United States to 101 Sea Zone 1 infantry, 1 mech_infantry and 1 transport moved from 101 Sea Zone to 86 Sea Zone 1 infantry and 1 mech_infantry moved from 86 Sea Zone to Brazil Americans take Brazil from Neutral_Allies 1 cruiser and 1 destroyer moved from 101 Sea Zone to 91 Sea Zone Place Units - Americans 2 transports placed in 101 Sea Zone 1 transport placed in 10 Sea Zone 1 armour, 1 bomber, 1 fighter and 1 infantry placed in Western United States Turn Complete - Americans Americans collect 53 PUs; end with 53 PUs Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 63 PUs Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 68 PUs Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 73 PUs Purchase Units - Chinese Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed Chinese buy 2 infantry; Remaining resources: 2 PUs; Combat Move - Chinese 1 fighter and 11 infantry moved from Suiyuyan to Chahar Chinese take Chahar from Japanese 1 infantry moved from Suiyuyan to Chahar 1 fighter moved from Chahar to Suiyuyan Combat - Chinese Non Combat Move - Chinese Place Units - Chinese 2 infantry placed in Suiyuyan Turn Complete - Chinese Chinese collect 8 PUs; end with 10 PUs Purchase Units - British British buy 1 carrier, 1 destroyer and 3 infantry; Remaining resources: 0 PUs; Combat Move - British 1 carrier, 3 cruisers, 3 destroyers and 2 fighters moved from 98 Sea Zone to 97 Sea Zone 1 bomber, 1 fighter and 1 tactical_bomber moved from Egypt to 97 Sea Zone 2 destroyers moved from 81 Sea Zone to 97 Sea Zone 1 infantry moved from Tobruk to Libya British take Libya from Italians 1 artillery and 2 infantry moved from Egypt to 98 Sea Zone 1 artillery moved from Trans-Jordan to 98 Sea Zone 2 artilleries, 2 infantry and 2 transports moved from 98 Sea Zone to 76 Sea Zone 2 artilleries and 2 infantry moved from 76 Sea Zone to Ethiopia 1 battleship moved from 76 Sea Zone to 80 Sea Zone 1 armour moved from Egypt to Ethiopia Combat - British Battle in 97 Sea Zone British attack with 1 bomber, 1 carrier, 3 cruisers, 5 destroyers, 3 fighters and 1 tactical_bomber Italians defend with 1 battleship, 2 cruisers, 1 destroyer and 2 transports British win, taking 97 Sea Zone from Neutral with 1 bomber, 1 carrier, 3 cruisers, 5 destroyers and 3 fighters remaining. Battle score for attacker is 55 Casualties for British: 1 tactical_bomber Casualties for Italians: 1 battleship, 2 cruisers, 1 destroyer and 2 transports Battle in Ethiopia British attack with 1 armour, 2 artilleries and 2 infantry Italians defend with 1 artillery and 3 infantry 1 armour owned by the British retreated to Anglo Egyptian Sudan Italians win with 1 artillery and 1 infantry remaining. Battle score for attacker is -8 Casualties for British: 2 artilleries and 2 infantry Casualties for Italians: 2 infantry Non Combat Move - British 1 infantry moved from Belgian Congo to Anglo Egyptian Sudan 1 infantry moved from Belgian Congo to Anglo Egyptian Sudan 2 fighters moved from West India to 80 Sea Zone 1 bomber moved from 97 Sea Zone to Egypt 1 fighter moved from 97 Sea Zone to Malta 1 fighter moved from Gibraltar to Egypt 1 fighter moved from Gibraltar to United Kingdom 1 artillery and 4 infantry moved from Iraq to Persia 1 aaGun and 2 infantry moved from Trans-Jordan to Iraq 3 aaGuns, 1 armour, 1 artillery, 9 infantry, 1 mech_infantry and 1 tactical_bomber moved from West India to Eastern Persia Place Units - British 1 carrier and 1 destroyer placed in 80 Sea Zone 1 infantry placed in Persia 2 infantry placed in Egypt Turn Complete - British British collect 33 PUs; end with 33 PUs Turn Complete - UK_PacificElche +10 v Gamerman01 BM4
-
That is threat projection.
I know you understand this quite well - when you have to defend many places against a few units.
USA8 was one of the two moments of great relief to me.You fired all 4 transports at 4 places - Norway, Denmark, Normandy, and Greece.
There were no transports at EUS, so now there is zero threat on Europe after I clean up these 4 areas. Even though you don’t get the immediate income, holding at least 1-2 of these transports “freezes” a lot of Axis units all over the place.
-
Actually, you had similar trouble in the Pacific, where sometimes there were no transports, or not enough, to threated actually taking land. This is an area where you can greatly strengthen your game.
-
The 2nd great relief in the game for me was Russia 5, noncombat move
Many Russian ground units were sent north (Vologda) or east (toward Japan) when they were sorely needed to face the German army at WUK. Germany was going to have to back up to Bessarabia and I think the USSR was going to be able to move in East Poland by R7, which was a big concern to me.
The 2 artillery, mech and armor especially, was the pressure relief I needed.
-
R5 combat is also a very good example of what I mean in #2 below, land war without air superiority. This really hurt you in our playoff game, and I point it out as a friend who is sure this point will make you much more successful -
-
Thank you for telling me that.
I think some battles, like FIC is an overreaction to get advantage against much better player - if there is an possibility. -
OK, I didn’t really have air superiority at this point, but my tip still stands, here.
You attacked Ukraine with all air to make sure you took back the complex so I couldn’t build there - nothing wrong with that.But then you had no air support for 5 infantry, 2 artillery in Bel against 3 infantry, AA. You had a good result, losing 2 infantry and wiping out 4 Germans. I understand not wanting to fly over AA (we just talked about FIC), but attacking small German stacks of ground with larger Russian stacks, really hurts the Russians.
So G6, the Germans attack Bel back with infantry and artillery, and the Germany lose 4 units to 5 Russians, so the Russians didn’t lose as many units as the Germans.
Except. The German units that countered Bel came from the North where they couldn’t help the main army in the Southern push, but the Russians that went to Bel were with the main Red army in Bryansk, so basically the Germans took out Russians from the North where Germans weren’t needed as much, so Germans in a weaker position traded with Russians that were in a stronger position.
-
Hey, I’ll throw in with all this constructive criticism - you are still improving rapidly and the standings and your success against strong opponents shows that!
-
I point out the Russian front and the Indian front especially, because as you know these are 2 of the most important Allied weak points that determine the outcome of the game - they are critical. So these tips may help you in the most important areas and times of the game.
Remember that thing about the 4 American transports in 91 and 92, also, that was such a huge pressure relief for me. It got you short term income, but that income is spent on the continental USA where it takes time to get those units to the front.
This is a nuance that many Axis and Allies players don’t understand well enough, and why I crush them -
A player may pick up an NO and 10 IPC’s for 1 turn by landing on Europe’s beaches, but those ground units are terribly important for threatening bigger things. If a player lands them and they are easily destroyed, the threat is gone. The 10 IPC’s are spent a turn later, and those units are on the US. Then they move out another turn later, and it is another turn later that they actually get to the battle.
-
Thanks, but is not possible without help and it was an advantage to play my first games against Trulpen, AndrewAAGamer, Farmboy and gamerman - was excellent for learning and the ranking - smile
-
I hope you’re holding up to this criticism and not getting frustrated or angry yet!
US11 bombing Berlin and landing on Bel was not a good move. That bomber threatens to bomb the West German bases which threaten UK attacks with a disabled base. Even though the bomber survived the AA fire, and even if it flew to a safe place (it did not) it is out of range of West Germany and the threat is gone even if Berlin gets pounded for 8 damage.
-
Of course not.
-
Round 11 and 12, I got you down to a single destroyer in the Pacific. I try to keep destroyer count (for either side) to at least 3-5 for blocking, and hopefully able to block zones for 2 turns until replacements can get there.
-
One more time, you need more transports with your fleet, even if it is only 1. When the US fleet was in 54 (Round 11) there was not a single transport with the fleet and this was a huge relief for me.
-
J12 was one of my unexpected moves, I think, much like your airstrike of TrJ with a US plane that took down Egypt.
When I attacked Hawaii Z26 when you had a transport and a destroyer there, where I attacked with all those subs.
The reason this attack that at first doesn’t seem to be smart, is because that transport and destroyer were extremely valuable. This is because 54 had no US transport, and only 1 US and 1 ANZ destroyer. Even though the Allied defense destroyed 4 submarines, it was a successful mission. Oh, and California had zero destroyers, so there would be no destroyers reinforcing the US fleet in 54 for a long time.
Basically, lesson is make sure you have transports and destroyers, but of course we all know you don’t want to have more than necessary because they are very expensive
-
That’s all I have written down for specific, situational points.
I will now just give an overall principle of Axis and Allies ever since 2008 when the National objectives were added, although the similar concept goes all the way back to the first Axis and Allies game.
-
If you dont say that, I will need a lot of time to improve my tactic and battles.
But I try against you something new or unexpected because of the comment and to learn not really to win up to now. Therefore maybe FIC because my own winning chance is between 1-5 % against you.
Now I will go in our next game and hope, with the help of Marti for an realistic chance to get my first chance to win against you. -
Oh, I understand, and well said!
Lastly, I’ll just use a tiny example to show the difference between replacement value, and positional value.
US8, when the USA used all 4 transports to take 4 tantalizing European territories, all worth 2 or 3,
consider the infantry/artillery that landed on Greece.Of course this disrupted the Italian NO for 5 a turn, and took 2 away from Germany, and also a +2 for USA, 9 IPC per turn swing.
Not a bad move, especially if 2 or 3 USA transports were held back.
-
I8, the Italians can’t do a thing about them (2 USA on Greece)
G9, neither could the Germans, no ground in rangeUSA9, the pesky USA units take Albania and Bulgaria, probably just as you’d hoped
-
But its just 1 week ago I learn some very important lesson with the AAGun + inf in battle. 1 day later we have same situation in NW persia. Up to this point I was sure if I attack with 10 units vs 9 inf + 2 AA I couldnt conquer - cry out
-
@elche said in Elche +10 v Gamerman01 BM4:
But its just 1 week ago I learn some very important lesson with the AAGun + inf in battle. 1 day later we have same situation in NW persia. Up to this point I was sure if I attack with 10 units vs 9 inf + 2 AA I couldnt conquer - cry out
:)
MrRoboto didn’t really understand this either, and used a big stack of Germans to hit my Russian blocker, and he had a 60% chance of being “sucked in” but lucked out. So the AA strategy backfired on me there because he took in more units than he should and didn’t get “sucked in”I pointed it out, partly because I didn’t want him to keep getting lucky in his ignorance, and the next turn he got too many hits and got sucked in, and the Russians did pounce. Yes, that AA “trick” is very important to understand!





