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    Posts made by Aretaku

    • German focus?

      I get to be Germany in my next game here at home, and I’ve been contemplating a number of things.

      For one, I’m sick of the game devolving into the same old thing…Germany and Russia trading territories while Germany waits for Japanese help. It get’s boring, quite frankly.

      So I’m thinking in this game I’m going to minimally defend the Russian front, and go full bore on Britain.

      How is this best achieved?

      I’m thinking a significant Med fleet is key, first to take Africa and establish a permenant presence there, then move on Britain…

      …how much more air-force is necessary to prevent the U.S. from harrassing German naval operations?

      Any ideas? Quite frankly the thought of leaving Russia largely unopposed in the west is a little intimidating, but I feel confident that I can utilize Germany effectively to at least keep him out of E. Europe/Balkans.

      Thoughts?

      posted in Axis & Allies Revised Edition
      AretakuA
      Aretaku
    • RE: Can the US have naval superiority?

      I think a British IC in Australia would be very beneficial if America want’s to play in the Pacific.

      If your going KJF, then that’s two ICs that would be needed (India on B1 of course, followed by Aus on B2, depending on Japans move)…but the ability to build a tranny or two to individually take scattered Japanese possessions will prevent Japan from focusing all of his fleet on America.

      That, and it is a tempting prize for Japan, who might move his fleet too far south to counter a land grab on the mainland.

      You could also build fighters there, and simply focus on your five build points in Asia, spending leftover cash on Inf for Britain.

      This would leave Germany pretty wide open, but an occasional American fighter or bomber to Britain can help even things up a little.

      posted in Axis & Allies Revised Edition
      AretakuA
      Aretaku
    • RE: AA Gun clarification please

      That’s what I assumed…just making sure.

      Thanks for the reply…though what are you doing up so late?  :-P

      posted in Axis & Allies Revised Edition
      AretakuA
      Aretaku
    • AA Gun clarification please

      If your opponent uses planes to attack a territory with an AA gun, does that AA gun only fire once, like a Battleship, or does it fire during each round of combat??

      posted in Axis & Allies Revised Edition
      AretakuA
      Aretaku
    • RE: How much in-game strategy conversation do you tolerate?

      I play with three friends, all of whom take quite a bit longer than me to take their turns, regardless of who is using which nation.

      Gives me time for a smoke break, but it can get annoying.

      Still, we do discuss strategy quite a bit, especially the Allies.

      I’m in a crazy game right now…Japan huge in India, and also making small scale landings in Alaska/Canada… America alternating transport loads between Norway and Algeria…Britain with constant flow of men into Archangel…Russians holding the Japanese at bay in China…Germany bottled up, but too strong to take out effectively.

      It’s quite possibly our longest game so far…and it’s interesting having Brits, Yanks and Russkies all defending the Eastern Front.  :-)

      If me and my partner could not strategize as the Allies, we would have long ago lost the game…so discussion is certainly important…it can lead to arguments, but in general someone learns something by seeing a new or different strategy from someone elses perspective, so it evens out.

      posted in Axis & Allies Revised Edition
      AretakuA
      Aretaku
    • RE: Rolling the dice - all at once or separate for different attack/defend values

      @ncscswitch:

      In a smaller battle, where the number of dice is not a major issue, I’ll call different colors of dice as different units…
      “The 5 white dice are INF, the 3 red dice are ARM”  and then roll all 8 dice.

      Bingo….we even keep an extra set of six dice that are blue around, in addition to the black and white ones that came with the game, for just such instances (say, 1 ARM, 2 ART, 3 INF)

      Mighty handy… :-)

      posted in Axis & Allies Revised Edition
      AretakuA
      Aretaku
    • RE: 3 Players: 1 Axis and 2 Allies possible?

      When we only have three, we give one the Axis, one America, and one Russia/UK

      posted in Axis & Allies Revised Edition
      AretakuA
      Aretaku
    • RE: How long is rev edition to play for everyone?

      @ncscswitch:

      9 VC is really all you need to play for.  The game is over at that point.

      Not always…I was playing as the Allies once, and after three consecutive battles in Moscow (Germany, Japan, then Germany again), Russia finally fell, giving the Axis 9 VCs.

      Germany had taken Moscow, only to see Britain (me) land in France in force on Britains turn. Germany could still eliminate the landing, but it was going to be a major hassle.

      Japan could see an American fleet headed his way, but had long since lost his entire fleet to American/Russian air attacks. He was relying mostly on his mainland ICs, using Japan to build air force.

      America managed to get enough force in to take Japan, despite losing most of his airforce and almost all of his ground troops…but with no navy, Japan was never going to be able to collect income or build units ever again…unless a German fleet came over to take back a built-up American Japan. (Wasn’t going to happen, too much British airpower)

      So while Russia fell, on that same round, the Axis conceded. It is VERY rare, but it IS possible for the Allies to win even if Russia falls.

      Of course, we were damn lucky… :-D

      posted in Axis & Allies Revised Edition
      AretakuA
      Aretaku
    • RE: Worth it?

      We just played this out…Germany did not attack Egypt, so Dest went after the Tran…sub v sub, both killed their target and survived. British fighter landed on American carrier, while carrier and tran moved AA and Inf from India to Egypt.

      Japan killed the empty carrier and tranny, but did NOT do Pearl Harbor (instead combining fleet off of Kwantung), which has been far more beneficial for America than leaving the Brit fleet intact would have been for Britain.

      As for attacking any Islands, I feel all the Asian troops are far better used in Africa, while the Aussies should definetly take the safest route to the South Atlantic.

      posted in Axis & Allies Revised Edition
      AretakuA
      Aretaku
    • RE: UK Pacific Fleets

      My friend unified the Indian and Aussie fleets in the southwest Aussie SZ…then built an IC in Australia.

      I was slightly concerned about the prospects of British fighters disrupting my transports without major naval build-up on my part. Germany was attempting to unify his fleets in SZ 7 on rd 2, so he had failed to take Egypt.

      The kicker, though was that the U.S. foolishly wasted his entire build round on Long-Range aircraft, and threw his whole airforce, plus BB and Tran, at my fleet off of Hawaii. The dice were completely on my side. I lost only a sub, comapared to his ENTIRE Pacific navy and airforce (both ships, 3 figs, 1 bom)

      Had the U.S. not gone and done such a fool-brained thing (not a common occurence for this player), I could see Britain and U.S. causing Japan all sorts of headaches.

      Instead, I fixed the situation rather easily, although Britain’s fleet managed to escape, I got a free IC.

      In short, US’s 1st round handed us the game, but what is a good way for Japan to counter this move by Britain if America doesn’t play it stupidly?

      posted in Axis & Allies Revised Edition
      AretakuA
      Aretaku
    • RE: Blitzing

      Alright, I get it…

      …my friend was convinced that if you wanted to move through your own territory first, your OWN territory had to be empty.

      Gotcha. Thanks!  :-)

      posted in Player Help
      AretakuA
      Aretaku
    • RE: Wisconsin players wanted

      Perhaps we should.  :-)

      posted in Player Locator
      AretakuA
      Aretaku
    • RE: IC builds for G?

      I captured a British IC in Egypt once, and it helped quite a bit in allowing me to jointly flank Russia from the south with help from Japanese inf. via India.

      Of course, I didn’t have to buy the thing.

      I personally like the thought of an IC in West Europe, but only if Russia is being stupid.  :-P

      posted in Axis & Allies Revised Edition
      AretakuA
      Aretaku
    • Blitzing

      I need some reclarification on Blitzing in A&A Revised.

      Basically, I have found a contradiction in the rule book…an illustration indicates that you can move one space through your own territory and into a second enemy territory to attack it.

      The Blitz information listed under the Tank entry has wording that twice indicates that such a thing is NOT possible, and that the first territory MUST be an unoccupied, enemy territory.

      So, can I move through my own territory with tanks to attack the enemy?

      posted in Player Help
      AretakuA
      Aretaku
    • RE: Wisconsin players wanted

      I live in Appleton too, and my three friends and I are in the middle of a game right now.  :-D

      posted in Player Locator
      AretakuA
      Aretaku
    • RE: Dice Roller

      Testing…

      DiceRolling 9d6:
      (1, 1, 1, 1, 3, 3, 6, 6, 6)  
      RADAR

      DiceRolling 1d6:
      (3)  
      BB

      DiceRolling 5d6:
      (1, 1, 3, 3, 5)  
      FIGS

      DiceRolling 1d6:
      (1)  
      ARM

      DiceRolling 1d6:
      (2)  
      INF


      DiceRolling 3d6:
      (1, 6, 6)  
      INF

      DiceRolling 2d6:
      (2, 3)  
      ARM

      posted in Find Online Players
      AretakuA
      Aretaku
    • RE: Best National Advantages

      Well, I’ve never bothered with the LHTR rules. My group here at home finds the manual NA’s fairly close to our liking. We might tweak them ourselves, and I’ll post our own NA’s someday. :)

      But, I can see how those changes drastically affect the game. Especially Lend-Lease and German Aircraft.

      But why get rid of Lightning Assaults? That is a damn nice ability to have, on occasion.

      posted in Axis & Allies Revised Edition
      AretakuA
      Aretaku
    • RE: Best National Advantages

      Ooo, goody…I have time to kill…time to make a list!  :-D

      Note…my experience in this game is somewhat limited, but we always use NA’s (2 per Ally, 3 per Axis), so I’m used to applying them to in-game situations. This list is just my own opinion…your’s may vary!


      #1: Lend-Lease - Russia

      It seems that some people aren’t giving this NA the fair shake that it’s due, as I personally feel it is head and shoulders above any other NA. It allows Britain to provide an airforce for Russia (fighters from Britain to Moscow in one turn)…which lets Russia spend it’s money on what it should, ground units. You think a Russian steamroller is nice, try it with a half a dozen fighters for support!

      Also, a double shuck-shuck of ground troops (US via Alaska, Britain via UK), while extremely difficult to sustain for long, will swell Russia into an unstoppable giant fairly quickly. Any hopes that the Axis have for taking out Russia early are gone if the Allies have this NA and can exploit it effectively.

      #2: Superfortresses - U.S.

      Do I really need to explain? Three or four bombers (especially if Heavy Bombers is researched) basically ensures an Allied victory.

      #3: Colonial Garrison - U.K.

      A free factory! But where to put it? I’ve been tending towards South Africa myself, as it allows Britain to put up a fight in Africa, keep a hold on some of it’s economy, and drain German resources away from the Russian front.

      #4: Wolfpacks - Germany

      Germany doesn’t have the resources to sink lots of money into a navy, but ignoring the seas is suicide, so subs are obviously the best route economically. I like to send subs out in packs of three and scatter the groups as best as possible, as it is highly discouraging to amphibious operations so long as the subs are out of range of large groups of enemy aircraft. Plus, Super Subs is your new best friend!

      #5: Joint Strike - U.K.

      An overrated NA in my opinion, but still highly effective, especially if it can be coupled with French Resistance. In my experience, it’s hard to coordinate an effective strike unless the Axis fails to throw a wrench in the Allied plans. Something tends to go wrong…an unanticipated Axis attack…a bad run of die rolls…and unless well coordinated, the strike will be delayed, and delayed, and delayed.

      #6: Banzai Infantry - Japan

      Some people seem to forget that shore bombardment does not affect this bonus, so if you can get a decent force of Battleships, or research combined bombardment, then this bonus can be huge. It allows for dirt cheap expansion into Australia, Far-East Russia, and later possibly into the mid-east or Africa if Germany is in need of assistance. As Japan, you’re often faced with an American fleet that can outpace your own in buildup, so anything that reduces costs for Japan to allow it to focus on necessary seaborne defense is important.

      #7: U-Boat Interdiction - Germany

      It kinda sucks that it’s only one dollar per boat, but if your lucky enough to have this AND wolfpacks, then there is no reason not to build one or two subs every turn. You’ll piss off the U.S., strangle the U.K., and have an effective screen against amphibious operations (At the very least a temporary one)

      #8: Island Bases - U.S.

      This advantage, especially in the Pacific, is a godsend. Moving aircraft long distances without carriers can be a pain, but if the U.S. begins an island hopping campaign, then this advantage can almost elminate the need for Carriers (especially if you have researched long-range aircraft)

      #9: Non-Agression Treaty - Russia

      While it does skew the game, it is an advantage every Russian player should love to have. It completely alters Japans strategy for at least a turn or two, and provides all-important time to allow Russia to focus on the more immedeate German threat.

      #10: Mechanized Infantry - U.S.

      Infantry that can move two spaces and blitz? Yes, please!

      #11: Panzerblitz - Germany

      A great NA, made less useful only by the fact that one does not always want to split a force. It probably should be rated higher, but I find that it is not always to Germany’s advantage to use this very often. It is often better to ignore it early, and then utilize it in a brutally efficient masterstroke that has your opponent wondering how the hell he could have overlooked it. This NA can be especially nice to utilize after an amphibious assault!

      #12: Lightning Assaults - Japan

      While somewhat limited, there are points when the use of this advantage can be quite effective for Japan, especially if it’s in the process of pushing back any American island campaigns, or perhaps a double strike against Australia/NZ. It is somewhat lowered in usefulness since it is only valid for combat moves, but it does multiply the number of factors the enemy must take into account.

      #13: Fortress Europe - Germany

      How can you not like this NA? I tend to build at least a pair of artillery every turn, and just leave them in Germany/Italy, so that I need not commit any tanks or fighters to defense. If this NA is coupled with Atlantic Wall, Germany need only worry about loading France with artillery and a well prepared counterattacking force in Italy or Germany, and it can then focus exclusively on Russia.

      #14: Russian Winter - Russia

      I tend to use this on the first turn. It’s nice to hold onto it until the later stages of the game, but I feel it’s a real gamebreaker to make Germany blink early on the Russian Front. If Lend-Lease is in play and Britain can supply additional forces, then early use can decisively swing the momentum to the side of the Allies by B2!

      #15: Tokyo Express - Japan

      If you can manage to research combined bombardment, and/or another NA you have is Banzai Infantry, then having destroyers act as hit-and-run amphibious assault forces is a real interesting idea. Normally, though, all this advantage allows is a few extra infantry to join a larger transport force. Never a bad thing, but rarely game-breaking.

      #16: Enigma Decoded - U.K.

      This is another one I tend to use in the first round, especially if Germany only makes a half-hearted attempt at taking Egypt. Saving it for later is nice, but I find that if Britain doesn’t use it early, it often never gets another chance to use it decisively.

      #17: Trans-Siberian Railroad - Russia

      It’s nice to be able to move units more quickly, but I find that it’s somewhat limited in use. If your moving stuff west, it’s usually only a couple of infantry, easily built at your IC’s. If your sending them east, odds are you have a hammer/anvil situation developing with Japan/Germany, and you’re going to be hardpressed to hold Moscow as it is without spreading yourself thin.

      #18. Radar - U.K.

      Theoretically, this should be a very nice NA. In practice, however, I find it almost completely useless. The Axis don’t have anywhere near as much incentive as the Allies to invest heavily in bombers for Strategic Bombing purposes, so unless Germany is highly reliant on fighters in it’s invasion of the British Isles, there is no real use for this NA. Britain can build extra guns to send to the other Allies though.

      #19. Chinese Divisions - U.S.

      This should be a really nice NA, but there are two main reasons why it’s so low on my list here. First of all, Japan usually makes too big of a push in China early on, making it nearly impossible to utilize this NA effectively. Secondly, most players forget to put their free infantry on the board anyways!

      #20. Dug-In Defenders - Japan

      Not the best of NAs, but not bad. It’s nice to force the U.S. to commit more resources to an island-hopping campaign, and if you happen to build an IC in Borneo or the East Indies (for whatever reason), then having a nice stack of infantry there ensures that nobody will be taking it from you anytime soon.

      #21. Salvage - Russia

      It is very rare that I actually get to use this NA, since I find that Germany (regardless of who is using them) almost never commits tanks to battle unless they expect to win, or plan to retreat. Still, a free tank is always nice!

      #22. Atlantic Wall - Germany

      Well, it’s only a one round bonus, not as nice as Japan’s NA, but it is effective at stalling Allied landings in Europe until a proper defense can be set up. Coupling this with Fortress Europe can make Germany nearly impossible to defeat in an amphibious attack!

      #23. Kaiten Torpedoes - Japan

      The only way I find that this NA can be used to any effectiveness is to just place one sub along any coastal area where you fear an amphibious attack to act as an advance screening force. It’s nice to get the bonus to defensive power, especially with Super-Subs, but there are far better ways to spend eight IPCs, especially considering that there’s no guarantee of actually killing anything.

      #24. French Resistance - U.K.

      Nice to have those four free infantry, especially if they replace losses from the invasion of France. It’s not the best of NA’s, but it’s not the worst. Especially satasfying to use in conjunction with Joint Strike…talk about D-Day!

      #25. Fast Carriers - U.S.

      While the extension of the fighters combat radius is a nice thing to have, I almost never use this advantage. The rest of the fleet can’t keep up, which can leave your aircraft carriers in a bad position, possibly get them killed, and most likely yield the intiative to your opponent. Just a bad NA.

      #26. Mideast Oil - U.K.

      The range boost on this can be extreme…but rarely is Britain in a position to actually exploit this advantage. Japan and Germany are bound to converge on the mideast unless the Allies win big and win early, so this advantage is often lost before Britain has the spare aircraft to actually make use of it.

      #27. Marines - U.S.

      It’s another one-round boost, but it’s a nice counter to the Japanese island defenders and the German Atlantic Wall. Still, compared to other NA’s, this one simply doesn’t stack up.

      #28. Mobile Industry - Russia

      Yeah…where do you plan to move it to? If your actually considering moving a factory (in other words, the Axis are GOING to take a factory AND keep it unless you move it), then you’ve lost already anyways.

      #29. Kamikaze - Japan

      If you can happen to catch a lone carrier or loaded transport, this might be worthwhile, otherwise, your just wasting your aircraft.

      #30. Luftwaffe Dive-Bombers - Germany

      Why risk a ten dollar plane on a three dollar bombing run???

      –-

      And now a nice pseudo-scientific ranking!

      (Lowest Average = Highest Ranking)

      Russia - #1, #9, #14, #17, #21, #28
      AVERAGE - 15.0

      Germany - #4, #7, #11, #13, #22, #30
      AVERAGE - 14.5

      U.K. - #3, #5, #16, #18, #24, #26
      AVERAGE - 15.333

      Japan - #6, #12, #15, #20, #23, #29
      AVERAGE - 17.5

      U.S. - #2, #8, #10, #19, #25, #27
      AVERAGE - 15.167

      Final National Advantage Rankings

      #1. Germany
      #2. Russia
      #3. U.S.
      #4. U.K.
      #5. Japan

      –-

      Yay…I’m a geek!  :lol:

      posted in Axis & Allies Revised Edition
      AretakuA
      Aretaku
    • RE: How many Players is the perfect number for Axis and Allies?

      We have four, so thats what we play with.

      We just have one person play as Britain and Russia.

      posted in Axis & Allies Revised Edition
      AretakuA
      Aretaku
    • RE: A thought regarding initial set-up

      @xenon:

      Do you accidently have the exact figures somewhere? I´m too lazy to count :lol:

      To further balance this, I thought about placing 2/3 it in a first set up turn and the rest in a second one.

      I would normally like the idea of a 2/3-1/3 set up, but with Russia so much weaker economically than the rest, I don’t think it would work too well.

      I don’t have the exact figures, but I’ll post them sometime this weekend. I know Russia was 108, and I believe US was 198, but I forget the rest.

      posted in Axis & Allies Revised Edition
      AretakuA
      Aretaku
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