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    Posts made by 88 Millimeter

    • RE: R1

      Mr.G- I think this is the case you could make for a Ftr/Arm/3 Inf on R1. A Ftr is the same price as the two Arm you’d normally purchase. You’re losing 3 pips on offense, 2 pips on defense, and 1 casualty. But you’re gaining a unit that doesn’t get exposed to destruction when used, and has great range for the rest of the game. It can also provide spot duty to help defend other allied locations.

      I personally never buy one unless I’m playing a newbie, because I think the armor is a better all around purchase, but I think as the game goes on you’ll be happy to have the extra fighter. More than one fighter purchase should be exploited by a competent allied player, however.

      posted in Axis & Allies Revised Edition
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      88 Millimeter
    • RE: R1

      3 Inf/ 3 Arm is nice if you plan on taking out the Ukraine. That’s a nice move as you kill a German Ftr which makes some of their opening moves a little more dicey. Russian tanks NEED to be replaced, or you’re in trouble. Even if you don’t take out the Ukraine, you now have more teeth and can trade space for time.

      Mr G- althogh I rarely do it, a third Russian Ftr gives you more flexibility with trading territories, especially if you begin to get hemmed in. It’s also a 4 on defense and doesn’t have to be exposed to counter attack. It’s tough to pull the trigger on that purchase though.

      posted in Axis & Allies Revised Edition
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      88 Millimeter
    • RE: Colonial Garrison

      Even though an Indian complex pins down japan, an IC in South Africa is a pretty conservative move that will help you hold Africa and its economy. If you use your navy well you can also harass Japan with it as well.

      posted in Axis & Allies Revised Edition
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      88 Millimeter
    • RE: Dive Bombers

      I would have them defend on a 2 and only be usable on carriers as a balance. The reason I see them as a 2 on defense is because they can be scrambled if attacked by a fleet and still be effective.

      Alternately they could have one attack value vs. ships and another vs. all else.

      posted in House Rules
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      88 Millimeter
    • RE: Tiger Tanks

      The first strike ability is difficult for me, because even though the Tigers had outstanding kill ratios, those were in relatively close combat. A battle in Belorussia or the Ukraine, for example, covers vast distances. It is not so realistic to me that entire divisions of infantry (represented by the one or two casualties of the Tigers’ opening round fire) could be destroyed without response in such huge territories. The dice roll represents so much more than just shell range or armor- it also factors in weather, leadership, supplies and other logistics, intelligence etc. So therefore I don’t see the capacity for a Tiger unit to do that much damage without retaliation.

      Basically the only unit in the game that can do it is subs, and they have been mitigated by destroyers and vulnerability to aircraft.

      And also- so that people don’t get into a lather about “Tigers could actually do this and actually couldn’t do that…” why not just call them Heavy Armor units or something like that? Make them a little more generic so that the purists out there don’t pull their hair out… (insert emoticon implying that I’m not mean-spirited)

      posted in Axis & Allies Revised Edition
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      88 Millimeter
    • RE: Tiger Tanks

      The only issue with cost is that it is an NA- so keeping it in line with free NAs is a must (Atlantic Wall, Fortress Europe, Wolfpacks etc. are all free of charge). Therefore I would vote for a reasonable charge of 6 IPCs, with no ability to blitz (choice #2 with minor changes). Can you believe after all that I was so willing to go to 6 IPCs? Good job taking an idea and running with it. I’m impressed, especially by your research.

      Please keep in mind, when making decisions about NAs, the advice I gave whoman69- you shouldn’t look at results at the end of the war to make decisions. For example- “the U.S. created X # of planes and X # of tanks during the war, so….”. Those results are based on unique circumstances that happened during the war, and choices made by leaders at the time. We as players should not be constrained by what people actually did historically. What I choose as a player to devote my resources to shouldn’t be tied in any way to decisions made by world leaders in 1942-45. I may be beating a dead horse here, but I think it’s important, as I see alot of people’s ideas influenced heavily by the way things occurred rather than by the possibilities of what could occur- a crucial difference.

      posted in Axis & Allies Revised Edition
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      88 Millimeter
    • RE: Favorite Country

      Germany is the most fun and the most challenging- you cannot make any mistakes against a good opponent. It’s the country I spend time scheming with in my free time. Plus once you’ve built up some infantry all that hardware is fun to move around on the Eastern Front.

      posted in Axis & Allies Revised Edition
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      88 Millimeter
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