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    Topics created by AgentOrange

    • AgentOrangeA

      Other new set features?

      Miniatures (Original)
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      AgentOrangeA

      Besides new units, what other kinda new stuff will the new set include?  Like new maps, with new terrain, or what?

    • AgentOrangeA

      Norfolk, VA

      Player Locator
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      J

      Are any of you gents still looking for players?  I live in Stafford (near Fredericksburg), can travel most days.  Best way to reach me is through email, address below.

      regards,

      Jonathan Rost
      jonkrost@comcast.net

    • AgentOrangeA

      Favorite Naval Unit?

      Axis & Allies Revised Edition
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      A

      It really depends on the situation. CVs are good at defending SZs and allowing transports to pass through, but poor at attacking convoys/fleets. Good in a forced battle, such as in landing on the enemy coast, where he has to attack you to protect his country. Plus, the fighters can fly to the mainland in an emergency and assist in landings. BBs can be helpful in attacking the enemy fleet for 1 round, using them to soak hits, then retreating (and repairing). SSs are the most efficient in a win-or-die naval(only) scenario, but can be attacked by aircraft with no chance to fire back. I would only use SSs to hassle convoys by not letting them load/unload, and then using them to soak hits. DDs both attack and defend on 3, so they are versatile in both defending a SZ and attacking one, but I wouldn’t build them if I had something specific in mind.

      But really, you can’t ask that question without TPs. An analysis of a naval battle without TPs is useless, really, because why have a navy if no TPs are involved at all? It’s necessary to take into account that 1 attack that hits both air and sea for 8 IPC, after unloading troops. It’s also necessary to understand that if one has been substalled, then using transports to take hits doesn’t become efficient.

      My 2 cents, AK

    • AgentOrangeA

      Naval Influence

      Axis & Allies Revised Edition
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      T

      this topic should be posted in the house rules forum.

    • AgentOrangeA

      Destroyers: Just a cheaper Battleship?

      Axis & Allies Revised Edition
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      AgentOrangeA

      Sounds interesting! 8)

    • AgentOrangeA

      Alternate Colonial Garrison #2

      Axis & Allies Revised Edition
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      AgentOrangeA

      OK, the teams are: Everyone for themselves! Where should the UK put this free IC?

    • AgentOrangeA

      Homefield Advantage for Capitals?

      Axis & Allies Revised Edition
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      AgentOrangeA

      Thanks, Boot. I will try that one next time.

    • AgentOrangeA

      Free-for-All

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      G

      ok,if free for is played(even though i havent played it), i suppose us is gonna win.i would have to say that the next one is ger and jap closely after.to my opinion uk is doomed and in a worse fate than the ussr since it will watch all her land being taken away without being able to do anuthing.russia is a mystery…maybe ive misjudged it but i dont htink it will survive more than japan.
      so the natural order is

      us
      ger
      jap
      rus
      uk

      personally i would take ger cause i believe that with the uk ger can easily stand losing africa and therefore in long term fight us eventually!and if uk is alone it is a sitting duck!!for all other countries-party on its corpse and teritories! :D

    • AgentOrangeA

      Alternate Colonial Garrison #3

      Axis & Allies Revised Edition
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      AgentOrangeA

      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?

    • AgentOrangeA

      Alternate Colonial Garrison

      Axis & Allies Revised Edition
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      AgentOrangeA

      Are you sure you meant Western Canada, justus, and not Eastern? It seems to me like it would be taken either way. With those teams, I’d probably put it in India, because even if the Japs take it, chances are excellent that the Russo-German war machine would roll in and take it back for you. (as Britain) And by the way, justus, I went out and bought D-day. Good stuff… 8)

    • AgentOrangeA

      Favorite Unit?

      Axis & Allies Revised Edition
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      A

      Of these, I would say armor is my favorite, that’s not to say its the best.

    • AgentOrangeA

      German IC

      Axis & Allies Revised Edition
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      B

      An IC in Anglo Egypt is the only one that makes sense, in my opinion. Africa is worth 12 IPCs per turn. If Germany, by buying an IPC in Africa, can hold Africa for an additional two turns, the benefits outweigh the cost, so it’s a good choice.

    • AgentOrangeA

      Japanese IC

      Axis & Allies Revised Edition
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      A

      Hmmm, well I guess it is not more effective, you’re right. I just went and looked at the numbers and by the end of round 6 the transport method would only yield you 12 units, while the factory method would yield you (assuming you use original 2 transports) 4 on round 2, 3 on round 3, 4, 5, 6. The method I would be advocating would require two extra transports to shuffle down to brazil, which obviously costs substantially more than the factory and only allows you to get 1 more unit there a turn.

      I think I just have an aversion to having a factory around not doing anything later in the game, but in your case it would definitely be worth it. In every other case I would definitely suggest against a brazilian IC, but for the smallest amount of IPCs I guess the factory in brazil would have to be the way to go, assuming you just want to use the original EUS transports.

    • AgentOrangeA

      Tech/NA Combos

      Axis & Allies Revised Edition
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      triheroT

      I vote for tokyo express + bombardment. The sub combo is nice but Germany has very little need for subs because he has to prosecute a land war against Russia as well, so the interdiction would be better if you want to play the economic shutdown with subs, but interdiction doesn’t really combine well with super subs since the subs you’re building aren’t necessarily attacking anything (in fact they’re probably getting hunted by planes).

      Tokyo express and bombardment turns destroyers into a hybrid transport/battleship, which I think it very helpful for prosecuting island wars and such. For the price of one battleship you can get 2 bomabrdments with 2 destroyers, and they can carry 1 inf apiece too! That would be great to take back islands or invade US with all those bomardments and you could easily reinforce manchuria and the like.

      Bombers are ok but still they’re expensive and you need to build stuff to shield them with as US; all you’re doing with heavy bombers is nearly guaranteeing a hit per bomber and/or getting high IPC damage rolls. Although this possibly could be very strong against germany if you land bombers in UK, getting the max 10 out of his territory every turn.

    • AgentOrangeA

      Traditional or Alternate?

      Axis & Allies Revised Edition
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      D

      alternative. traditional set ups make me want to vomit with rage. nazis in mexico, japs in africa. no eastern europe line but a giant battle ground in india/china. comm’on. DP nightmare

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