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    Posts made by Arthur Bomber Harris

    • RE: Allies (+16) vs. Axis (darkskies) Coop

      I thought that I properly had set up the game, but something weird happened.  Here is the save file after G1.  It is essentially the same moves as I normally do, with the change of taking Southern France.  Let me know if you can use it or if I need to redo G1.

      -ABH

      posted in Play Boardgames
      Arthur Bomber HarrisA
      Arthur Bomber Harris
    • Allies vs Axis DARK SKIES, round 3

      New trial of the strategies

      posted in Play Boardgames
      Arthur Bomber HarrisA
      Arthur Bomber Harris
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      Okay, I will start a new one tonight.

      posted in Play Boardgames
      Arthur Bomber HarrisA
      Arthur Bomber Harris
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      I guess I’m game, since I want to try out a couple of strategies myself.  I will offer you three choices for bonuses for the Allies:

      Option 1):  extra starting units of your choosing (+20)
      Option 2):  100 extra starting infantry for the US in Central USA
      Option 3):  Extra income bonus for the US every round (6 PUs)

      Let me know your wish… ABH

      posted in Play Boardgames
      Arthur Bomber HarrisA
      Arthur Bomber Harris
    • RE: Alternate bidding scheme

      I would be very curious about a fair bid for the US in such a scheme.  My rough estimate is ~ 6 IPC value bonus… other thoughts?

      posted in House Rules
      Arthur Bomber HarrisA
      Arthur Bomber Harris
    • RE: German bomber strategy - How to play and How to counter

      Hmmm… landing 10 troops in Normandy is soooo scary.  That would require 4 soldiers plus the airforce to annihilate.  I’m not sure how Germany could spare so many soldiers.  It is such a long drive from West Germany to the beachheads. Wouldn’t it be horrible if the Allies dropped 16 troops and landed 5 planes to support it.  There surely is no possible way to defeat such a might invasion force.  Furthermore, I’ve lost so many games where Russia drives into Berlin on R5.  I can’t seem to find a tactic to prevent this crushing defeat.  Perhaps Cow can write a guide on defending Germany against the overwhelming Russian army.  Maybe I should buy 33 more infantry during the first two rounds and hide in my capitol.

      In the meantime, I am confident that Japan would patiently wait for the US to start building in the Pacific before starting its own expansion.

      posted in Axis & Allies Global 1940
      Arthur Bomber HarrisA
      Arthur Bomber Harris
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      The game is certainly over.  The Axis is producing more money than the Allies, have better position, and should have outright victory in 3 turns no matter what the Allies do.  I concede.  I took a gamble that you wouldn’t attack the Atlantic fleet, but in reality there wasn’t anything else that I could do.  If I defended it more strongly, you simply would have taken Egypt with sufficient force that I couldn’t retake it.  That is the power of Dark Skies!  I have been stuck with few good options for the entire game in Europe, despite spending a large majority of my money in that hemisphere.

      I could have delayed the fall of Moscow by building more infantry instead of artillery and flying more Allied fighters to help out.  I don’t like that plan much since Germany can simply bomb it to prevent further troop building and head south to the oilfields.  Germany doesn’t need Moscow to out-earn the US.  I had hoped to find sometime to counterstrike with my artillery, but you played flawlessly.  Congratulations!

      posted in Play Boardgames
      Arthur Bomber HarrisA
      Arthur Bomber Harris
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      I think the game is over now, but I will double check tonight if there is any chance for a way for the Allies to come back.

      posted in Play Boardgames
      Arthur Bomber HarrisA
      Arthur Bomber Harris
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      The fighters definitely were intended to scramble.  I had a difficult choice: leave the fleet partially defended and lose the fleet, or leave Egypt partially defended and lose Egypt more easily.

      posted in Play Boardgames
      Arthur Bomber HarrisA
      Arthur Bomber Harris
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 11

      Combat Move - French

      Non Combat Move - French
                  3 infantry moved from Alexandria to Egypt
                  1 fighter moved from Gibraltar to Egypt

      Turn Complete - French

      posted in Play Boardgames
      Arthur Bomber HarrisA
      Arthur Bomber Harris
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 11

      Purchase Units - ANZAC
                  ANZAC buy 3 destroyers; Remaining resources: 7 PUs;

      Combat Move - ANZAC

      Non Combat Move - ANZAC
                  1 destroyer moved from 26 Sea Zone to 54 Sea Zone
                  1 fighter moved from New South Wales to Queensland
                  1 fighter moved from Queensland to 54 Sea Zone
                  1 transport moved from 41 Sea Zone to 55 Sea Zone
                  1 infantry moved from Siam to French Indo China

      Place Units - ANZAC
                  3 destroyers placed in 62 Sea Zone

      Turn Complete - ANZAC
                  ANZAC collect 18 PUs; end with 25 PUs total
                  Trigger ANZAC 1 Control Original And Malaya: ANZAC met a national objective for an additional 5 PUs; end with 30 PUs
                  Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 35 PUs

      posted in Play Boardgames
      Arthur Bomber HarrisA
      Arthur Bomber Harris
    • RE: German bomber strategy - How to play and How to counter

      Dark Skies is not intended as a strategy for KGF! If the United States spends all of their money on the first two rounds in the Atlantic, start building ground units as Germany and enjoy the victory in the Pacific.  Japan can by earning 45 PUs on J1, 57ish on J2, and around 70 on J3.  On J4, they can conquer India leading to ~80 PUs.  There is little or nothing that the Allies can do for these first four rounds except pray for lucky dice rolls. Don’t tell me you have some secret play to use the measly forces of India, China, and ANZAC to prevent this scripted attack (read Cow’s guide for J1 attack on Asia and the Philippines).

      If the US has spent little in the Pacific for the first 2 rounds, they won’t be able to field a significant threat to Japan until turn 7!  By that time, Japan should be approaching an income of 90.  Not only will they be outproducing the US and ANZAC, but they have shorter supply lines and simpler attack coordination.  Perhaps you have been facing bad Japanese players who don’t know how to properly expand.

      posted in Axis & Allies Global 1940
      Arthur Bomber HarrisA
      Arthur Bomber Harris
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 11

      Purchase Units - British
                  British buy 3 aaGuns and 3 armour; Remaining resources: 0 PUs;

      Purchase Units - UK_Pacific
                  UK_Pacific buy 2 artilleries and 2 infantry; Remaining resources: 0 PUs;

      Combat Move - British
                  1 mech_infantry moved from Egypt to Trans-Jordan
                  1 fighter moved from Ethiopia to Trans-Jordan
                  1 tactical_bomber moved from Ethiopia to Trans-Jordan
                  1 bomber moved from Egypt to Persia
                  1 armour moved from West India to Persia

      Combat - British
                  Battle in Trans-Jordan
                      British attack with 1 fighter, 1 mech_infantry and 1 tactical_bomber
                      Germans defend with 1 mech_infantry
                      British win, taking Trans-Jordan from Germans with 1 fighter, 1 mech_infantry and 1 tactical_bomber remaining. Battle score for attacker is 4
                      Casualties for Germans: 1 mech_infantry
                  Battle in Persia
                      British attack with 1 armour and 1 bomber
                      Germans defend with 1 mech_infantry
                      British win with 1 bomber remaining. Battle score for attacker is -2
                      Casualties for Germans: 1 mech_infantry
                      Casualties for British: 1 armour

      Non Combat Move - British
                  1 bomber moved from Persia to India
                  3 armour and 2 mech_infantrys moved from Anglo Egyptian Sudan to Egypt
                  1 fighter and 1 tactical_bomber moved from Trans-Jordan to Egypt
                  1 tactical_bomber moved from Ethiopia to Egypt
                  1 armour and 2 mech_infantrys moved from Belgian Congo to Egypt
                  3 mech_infantrys moved from Union of South Africa to Belgian Congo
                  5 fighters moved from Gibraltar to Egypt
                  1 carrier, 1 cruiser, 1 destroyer and 4 transports moved from 91 Sea Zone to 92 Sea Zone
                  1 infantry and 1 mech_infantry moved from Quebec to 106 Sea Zone
                  1 destroyer, 1 infantry, 1 mech_infantry and 1 transport moved from 106 Sea Zone to 91 Sea Zone
                  1 infantry and 1 mech_infantry moved from 91 Sea Zone to Spain
                  3 aaGuns, 3 artilleries and 14 infantry moved from Burma to India
                  1 infantry moved from Shan State to Malaya

      Place Units - British
                  3 armour placed in Union of South Africa
                  3 aaGuns placed in Egypt

      Turn Complete - British
                  Total Cost from Convoy Blockades: 1
                      Rolling for Convoy Blockade Damage in 98 Sea Zone. Rolls: 4,1
                  British collect 31 PUs (1 lost to blockades); end with 31 PUs total

      Place Units - UK_Pacific
                  2 artilleries and 2 infantry placed in India
                  Turning on Edit Mode
                  EDIT: Removing units owned by British from Malaya: 1 infantry
                  EDIT: Adding units owned by UK_Pacific to Shan State: 1 infantry

      Turn Complete - UK_Pacific
                  UK_Pacific collect 14 PUs; end with 14 PUs total
                  Units Change Ownership
                      Some Units in Shan State change ownership: 1 infantry
                      Some Units in India change ownership: 2 artilleries and 2 infantry

      posted in Play Boardgames
      Arthur Bomber HarrisA
      Arthur Bomber Harris
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 11

      Purchase Units - Chinese
                  Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
                  Chinese buy 1 infantry; Remaining resources: 0 PUs;

      Combat Move - Chinese
                  1 infantry moved from Chahar to Hopei
                        Chinese take Hopei from Japanese

      Combat - Chinese

      Non Combat Move - Chinese

      Place Units - Chinese
                  1 infantry placed in Suiyuyan

      Turn Complete - Chinese
                  Chinese collect 3 PUs; end with 3 PUs total

      posted in Play Boardgames
      Arthur Bomber HarrisA
      Arthur Bomber Harris
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 11

      Purchase Units - Americans
                  Americans buy 2 artilleries, 3 destroyers, 4 infantry, 2 mech_infantrys, 1 submarine and 4 transports; Remaining resources: 0 PUs;

      Combat Move - Americans
                  1 bomber moved from Siam to 19 Sea Zone
                  1 infantry moved from Spain to Normandy Bordeaux
                  1 infantry moved from Spain to Southern France
                  1 tactical_bomber moved from 91 Sea Zone to Normandy Bordeaux
                  1 tactical_bomber moved from 91 Sea Zone to Normandy Bordeaux
                  6 fighters moved from 91 Sea Zone to Southern France

      Combat - Americans
                  Battle in 19 Sea Zone
                      Americans attack with 1 bomber
                      Japanese defend with 1 transport
                      Americans win with 1 bomber remaining. Battle score for attacker is 7
                      Casualties for Japanese: 1 transport
                  Battle in Normandy Bordeaux
                      Americans attack with 1 infantry and 2 tactical_bombers
                      Germans defend with 1 factory_minor, 1 harbour and 1 infantry
                      Americans win, taking Normandy Bordeaux from Germans with 1 infantry and 2 tactical_bombers remaining. Battle score for attacker is 3
                      Casualties for Germans: 1 infantry
                  Battle in Southern France
                      Americans attack with 6 fighters and 1 infantry
                      Italians defend with 1 factory_minor, 1 harbour and 2 infantry
                      Americans win, taking Southern France from Italians with 6 fighters and 1 infantry remaining. Battle score for attacker is 6
                      Casualties for Italians: 2 infantry

      Non Combat Move - Americans
                  4 carriers, 1 destroyer and 7 transports moved from 91 Sea Zone to 92 Sea Zone
                  2 tactical_bombers moved from Normandy Bordeaux to 92 Sea Zone
                  4 infantry and 2 mech_infantrys moved from Central United States to 101 Sea Zone
                  1 fighter moved from Eastern United States to Gibraltar
                  1 fighter moved from Eastern United States to Gibraltar
                  1 aaGun and 7 infantry moved from Eastern United States to 101 Sea Zone
                  1 infantry moved from French Indo China to Siam
                  1 bomber moved from 19 Sea Zone to Amur
                  1 destroyer moved from 26 Sea Zone to 25 Sea Zone
                  1 aaGun, 11 infantry, 2 mech_infantrys and 7 transports moved from 101 Sea Zone to 91 Sea Zone
                  1 aaGun, 11 infantry and 2 mech_infantrys moved from 91 Sea Zone to Spain
                  1 fighter moved from Southern France to Gibraltar
                  5 fighters moved from Southern France to 92 Sea Zone

      Place Units - Americans
                  4 transports placed in 101 Sea Zone
                  2 artilleries, 4 infantry and 2 mech_infantrys placed in Eastern United States
                  Turning on Edit Mode
                  3 destroyers and 1 submarine placed in 10 Sea Zone
                  EDIT: Removing units owned by Americans from 10 Sea Zone: 1 submarine
                  EDIT: Adding units owned by Americans to 26 Sea Zone: 1 submarine
                  EDIT: Turning off Edit Mode

      Turn Complete - Americans
                  Total Cost from Convoy Blockades: 2
                      Rolling for Convoy Blockade Damage in 36 Sea Zone. Rolls: 3,2
                  Americans collect 63 PUs (2 lost to blockades); end with 63 PUs total
                  Objective Americans 2 Outer Territories: Americans met a national objective for an additional 5 PUs; end with 68 PUs
                  Objective Americans 3 Defense Obligations: Americans met a national objective for an additional 5 PUs; end with 73 PUs
                  Objective Americans 1 Homeland: Americans met a national objective for an additional 10 PUs; end with 83 PUs

      posted in Play Boardgames
      Arthur Bomber HarrisA
      Arthur Bomber Harris
    • RE: German bomber strategy - How to play and How to counter

      Exactly, Amanntai.  I have had several opponents try building up a big US atlantic fleet on turns 2-3.  I ignored him and laughed my way to Japanese victory.  Japan will be out earning the combined US + India + ANZAC by turn 5.  At that point, victory is virtually assured.  Meanwhile Germany is slowly pushing its way into Russia, leaving behind a few troops to deal with possible amphibious invaders.

      posted in Axis & Allies Global 1940
      Arthur Bomber HarrisA
      Arthur Bomber Harris
    • RE: German bomber strategy - How to play and How to counter

      3 full carriers = 108
      4 destroyers = 32
      airbase = 15
      3 fighters = 30
      Total:  185 ipcs, 40 defense strength, 19 hit points

      Germans attack with 18 bombers and 8 other planes, losing ~10 planes = 110 ipcs

      If you could have a couple of subs, this ratio of 1.7:1 can get a bit better.  If you are also sinking the Allied transports, the math gets even better.  You can probably get closer to a 2:1 trade.  The Axis certainly can afford that sort of economic trades.

      If the Allies put even more ships off of Gibraltar, ignore them and counterattack wherever they land.  In the game that I am playing, the Allies have a big carrier fleet off of Gibraltar and a massive stack of ground units of Spain.  Germany can counter with 40 ground units + 25 planes if I ever step into Normandy.  He is laughing at the money that I had to waste building up my six carrier Navy.

      posted in Axis & Allies Global 1940
      Arthur Bomber HarrisA
      Arthur Bomber Harris
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      Move the loaded transports back to Queensland.  Let’s finish this game.  I don’t think that I’m up for a rematch after this is over.

      posted in Play Boardgames
      Arthur Bomber HarrisA
      Arthur Bomber Harris
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      I am keeping my fleet there since if I leave, I concede the game to Japan.  I will scramble if attacked.

      I rearranged a couple of transports to escape the carnage.  Best of luck, the game seems almost over.

      posted in Play Boardgames
      Arthur Bomber HarrisA
      Arthur Bomber Harris
    • RE: Allies (+16) vs. Axis (darkskies) Coop

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 11

      Combat Move - Russians
                  3 armour and 3 mech_infantrys moved from Urals to Evenkiyskiy
                        Russians take Evenkiyskiy from Germans
                  3 armour and 3 mech_infantrys moved from Evenkiyskiy to Timguska
                  28 artilleries, 32 infantry and 6 mech_infantrys moved from Vologda to Samara

      Combat - Russians
                  Battle in Samara
                      Russians attack with 28 artilleries, 32 infantry and 6 mech_infantrys
                      Germans defend with 1 mech_infantry
                      Russians win, taking Samara from Italians with 28 artilleries, 32 infantry and 6 mech_infantrys remaining. Battle score for attacker is 4
                      Casualties for Germans: 1 mech_infantry
                  Battle in Timguska
                      Russians attack with 3 armour and 3 mech_infantrys
                      Germans defend with 1 infantry
                      Russians win, taking Timguska from Germans with 3 armour and 2 mech_infantrys remaining. Battle score for attacker is -1
                      Casualties for Germans: 1 infantry
                      Casualties for Russians: 1 mech_infantry

      Non Combat Move - Russians
                  Turning on Edit Mode
                  EDIT: Cleaning up during movement phase
                  2 aaGuns and 18 infantry moved from Buryatia to Amur
                  4 aaGuns moved from Vologda to Samara
                  EDIT: 1 destroyer moved from 42 Sea Zone to 37 Sea Zone
                  EDIT: 1 carrier, 1 destroyer and 1 fighter moved from 57 Sea Zone to 54 Sea Zone
                  EDIT: 1 transport moved from 37 Sea Zone to 39 Sea Zone
                  EDIT: Russians undo move 5.
                  EDIT: 1 transport moved from 37 Sea Zone to 42 Sea Zone
                  EDIT: Russians undo move 5.
                  EDIT: 1 transport moved from 37 Sea Zone to 41 Sea Zone
                  EDIT: 2 transports moved from 37 Sea Zone to 41 Sea Zone
                  EDIT: Russians undo move 6.
                  EDIT: 1 transport moved from 37 Sea Zone to 39 Sea Zone
                  EDIT: 1 transport moved from 37 Sea Zone to 39 Sea Zone
                  EDIT: Russians undo move 7.
                  EDIT: Russians undo move 6.
                  EDIT: 2 transports moved from 37 Sea Zone to 75 Sea Zone

      Turn Complete - Russians

      posted in Play Boardgames
      Arthur Bomber HarrisA
      Arthur Bomber Harris
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