I like the idea of Japan landing planes in Germany’s territory, especially in Caucasus if Germany owns it. 4-6 planes, however, sounds like all of Japan’s available air force? That’s cool, as long as Japan doesn’t leave their soft underbelly exposed. :wink:
Posts made by AgentOrange
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RE: German Opener/Strategy (Slightly long-winded)posted in Axis & Allies Revised Edition
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RE: Alternate Colonial Garrisonposted in Axis & Allies Revised Edition
You may be right about that, justus. But once that Russian-German front dissolves, their combined land force is enough to raise them to great heights. :wink:
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RE: Destroyers: Just a cheaper Battleship?posted in Axis & Allies Revised Edition
Sounds interesting! 8)
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RE: Alternate Colonial Garrisonposted in Axis & Allies Revised Edition
I don’t know about Germany and Russia needing all the help they can get. I mean, c’mon, who’s dominating the game at your place? That’s right. And it can’t really hurt the Russo-German alliance that much, because the US is very isolated to begin with.
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RE: Alternate Colonial Garrisonposted in Axis & Allies Revised Edition
The reason I voted for Anglo-Egypt is because you can start pushing units out (as with anywhere else, right?) but in this case, you’re also reinforcing the Suez, a major tactical position to hold. So, you’re sacking one units’ worth of production to help make your navies more mobile. 8)
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Destroyers: Just a cheaper Battleship?posted in Axis & Allies Revised Edition
I’ve found that in the games I play with my crew, people don’t often use subs. Does this mean that destroyers are nothing more than weaker, but cheaper battleships? Is it just the fact that a single destroyer prevents all the subs special abilities, or is there something about the submarine that we’ve overlooked?
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RE: Alternate Colonial Garrisonposted in Axis & Allies Revised Edition
In that game, we played US, Russia, UK, Germany, then Japan. As long as it alternates between team1, team2, team1, etc., then it should work out alright.
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RE: German Opener/Strategy (Slightly long-winded)posted in Axis & Allies Revised Edition
That’s good news! All I can say to further push my point is: Note that I said if Germany takes and keeps Caucasus. At that point, Caucasus just becomes a thorn in Russia’s side, because they’ll always be worried about a German IC right next door, and they won’t be attacking many gray territories (if any) until they re-take Caucasus, or get defeated.
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RE: German Opener/Strategy (Slightly long-winded)posted in Axis & Allies Revised Edition
The man makes a good point. Think of it like this. Russia goes first, right? So that right there is a disadvantage for Germany. Now, if Germany ever takes and holds Caucasus, Russia will fall. Or, at the very least, they will no longer be counted as a nation that can do anything about Germany, because it would be stupid to try and send units towards Berlin when the Nazis control a 4 value IC right next to Moscow. As long as Germany holds Caucasus, Russia is in deep trouble. :evil:
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RE: Homefield Advantage for Capitals?posted in Axis & Allies Revised Edition
Well, in response to what you’ve said, that’s why I was thinking of only having that advantage on the first round. Sure, if your capital is stacked out with with like, 40 units total, then with the defensive boost you might expect to wipe out most of the attacking force, even on the first round (I mean, infantry defending on a 3? C’mon!) So yeah, maybe the rule should be:
Whenever your capital gets attacked, you get a +1 defensive bonus to your infantry, up to a total equal to or less than the IPC value of the territory. This bonus only lasts through the first round of combat.
Thanks for the input, man. :wink: It helps because I didn’t even realize how ridiculously powerful this ability could be! By the way, Hannibal, did you ever find my Traditional or Alternate thread?
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Alternate Colonial Garrison #2posted in Axis & Allies Revised Edition
OK, the teams are: Everyone for themselves! Where should the UK put this free IC?
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Homefield Advantage for Capitals?posted in Axis & Allies Revised Edition
I was thinking of maybe making an optional rule in which a player defending his/her capital gets some sort of combat bonus during the fight.
Maybe getting a +1 to all his/her units’ defense? (not to be increased above 5) Possibly having this bonus only during the first or second round of combat? Any suggestions are welcome… -
Free-for-Allposted in Axis & Allies Revised Edition
If you’re playing a game where it’s every nation for themselves, who is in the best condition at the start?
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RE: Favorite Unit?posted in Axis & Allies Revised Edition
Well here’s what I can say about the general infatuation with infantry. (and no, I’m not trying to downplay any pro-infantry comments) Fighters are the best defenders, but in the case of any such awesome unit, be it fighters or tanks, you’ll want a nice infantry cushion to take hits while the big boys take their shots. Basically, infantry serve to take hits, (especially while attacking) so a large number of them is essential in any type of combat, whether you’re the attacking or defending player.
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Alternate Colonial Garrison #3posted in Axis & Allies Revised Edition
Okay, last time: The teams are US/Ger vs. UK/Rus/Jap, and UK gets, yep, you guessed it: Colonial Garrison! Where should they put this one?
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Alternate Colonial Garrisonposted in Axis & Allies Revised Edition
Let’s imagine a game in which it’s Ger/Rus vs. US/UK/Japan. UK get’s Colonial Garrison. Where would you put the free IC?
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RE: German Opener/Strategy (Slightly long-winded)posted in Axis & Allies Revised Edition
Hannibal, I think you should czech out the Traditional vs. Alternate thread. I can tell you right now that I think Alternate is far superior; the real reason the game was made.
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RE: German Opener/Strategy (Slightly long-winded)posted in Axis & Allies Revised Edition
You’re full of it, dude. There’s no way you can be a new player, and already have devised a brilliant startegy like that. That being said, it seems like you already know what you’re doing, so lemme know how it goes! :D
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RE: The Origin of Speciesposted in General Discussion
I think that Evolution is a very appealing idea, simply because it provides a logical way of looking at the origin of man. But aside from talking about anatomical and genetic similarities, I would also like to say that I think Creation as a theory is completely unfounded. It tries to claim that all of a sudden, everything just was. (To all you fundamentalists out there, this is simply my belief.)
Anyway, the reason I’ve decided to point these things out is because while evolution seems more logical to me by far, I also can’t grasp the notion that we evolved from simpler creatures just by random chance. There just has to be someone dictating the evolutionary processes. (God) I mean, you’ve all heard that “The Lord works in mysterious ways.” Maybe He made us evolve to instill some doubt as to his existence. Because if there is actually 0.00% doubt as to the fact that He exists, then faith has absolutely NO purpose.
So yeah; Intelligent Design all the way. :wink:
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RE: What is the motivating force driving your house rules?posted in House Rules
Yeah, on that note, I may have voted for Game Balance, because what’s the point of playing if the scales are already tilted one way? But that’s mostly in reference to playing Traditional. Our standing house rule is basically, “Never play the way WWII actually went down. Switch up allies whenever a nation gets eliminated.” If you do it that way, versatility usually comes about of its own accord. :wink: