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    Posts made by Axel Allie

    • RE: How to get Replacement Parts in Europa (Denmark) ?

      Maybe email them and ask if it’s possible to send to Denmark anyway?

      no hurt is done by only asking ;-)

      posted in Axis & Allies Revised Edition
      A
      Axel Allie
    • RE: Multi-National forces on ATTACK

      so, ncscswitch (or anybody else?),

      has there been a modification in Larry’s rules?
      or will he change them eventually in one way or another?
      when is it official?
      :-)

      posted in Axis & Allies Revised Edition
      A
      Axel Allie
    • RE: Protecting India…

      I strongly believe that UK can fortify India as much as it wills…
      but eventually it will fall for the J empire…
      If it’s not on J1, then it’s on J2…
      Even if the J player neglects to do so in J1 or J2.
      Once J has set his mind on taking India, he will get it anyway!

      posted in Axis & Allies Revised Edition
      A
      Axel Allie
    • RE: Rule question

      Wow,

      I’m glad someone asks this question.
      I knew I read it somewhere, but didn’t know exactly where I read it…
      I even wondered if I read it correctly or if I only remembered it the way you stated it.
      I can’t give an explanation to who, when, where, what,
      so, I’m VERY curious, too :-)

      If I may give my own (modest) way of thinking about it:
      I think it is like you suggest, hudson!!!
      this would give allies a good possibility to recapture moscow.
      as would it give the axis a good possible swing when they capture Berlin…

      posted in Axis & Allies Revised Edition
      A
      Axel Allie
    • RE: Battleships, AA guns and Opening fire step.

      Indeed, I’ve found the possible ways of ‘luck’…

      I found it on a battlesim that trihero suggested in another thread:
      http://frood.net/aacalc/readme/

      the funny thing is:
      I myself use the concept of ‘low luck’ very frequently when I think about my attacking and defending strategies.
      Anyway, my friends and I still throw dice for resolving the battle :-)
      So, I didn’t know it was labelled this way…

      posted in Axis & Allies Revised Edition
      A
      Axel Allie
    • RE: Battleships, AA guns and Opening fire step.

      thx!

      I’ve seen it on various battle sims, too…
      but I didn’t quite understand the meaning of it all.
      Now I do!

      posted in Axis & Allies Revised Edition
      A
      Axel Allie
    • RE: UK early in game

      My opponent did do quite some havoc and his AF never dropped below 10 once he reached this at UK4…
      But, like Jetfan4hire already posted: Probably that won’t work against an axis player who knows what he is doing…

      G was crippled heavily short after with only 3 territories remaining - value 22 IPC’s
      I know, I messed up really bad that game :-)
      So, G didn’t have the force to strike back at the figs…
      And that’s the reason why things worked out for my opponent…

      posted in Axis & Allies Revised Edition
      A
      Axel Allie
    • RE: What was the most expensive battle you've encountered?

      come on, now,…

      less than 200 IPC’s for the most expensive battle?? that’s not much!  :roll:
      I’m sorry to inform you, but I CAN’T believe this is true!!!
      I had the vote counters set to zero again, 'cause I really think people who vote should make at least a calculation rather than an estimation
      you can be fooled pretty quickly the way battles get really expensive…
      and please give the people some feedback on how that battle got so expensive…
      THX :-)

      1. 200 IPC’s?
        that’s 20 armors (totalling 100 IPC’s) against 20 infantry and 4 figs (totalling 100 as well) for example…

      2. 204 IPC’s?
        that’s 2 bombers, 6 figs, 10 inf and 6 art (totalling 144 IPC’s) against 20 infantry (totalling 60 IPC’s).

      3. 204 IPC’s?
        that’s 9 subs and a BB (totalling 96 IPC’s) against 3 loaded AC’s (totalling 108 IPC’s)

      I can’t believe at all that my opponent and I had the most expensive battle ever…  :-o
      how do you guys manage to capture Russia if there is not something near 200 IPC’s at stake (see example 2)??

      posted in Axis & Allies Revised Edition
      A
      Axel Allie
    • RE: Battleships, AA guns and Opening fire step.

      hmmm,

      never heared of ‘playing low luck’.
      I’m not sure I understand how those rules go, but if I understand it correctly, things could turn out different in that case, indeed…
      I never knew this way of playing before, so I could not have known the possible consequences on dice…

      posted in Axis & Allies Revised Edition
      A
      Axel Allie
    • RE: UK early in game

      You’re totally right, General D. Fox…
      I can not predict how things go for UK…

      @Axel:

      at the end of UK4, he now probably has 11 figs, one bomber and 6 or 8 ground units available in combat versus G!

      indeed, normally he can not ALWAYS buy 3 figs a round…
      but even if he has 26 IPC’s for example on 2 following rounds, he still has 52 in total meaning 5 figs in 2 rounds…
      so, maybe he had 10 figs at the end of UK 4.
      Actually it was only for the gist of it…
      meaning my opponent builds an UK AF that is getting pretty terrifying after 4 or 5 rounds.
      Even with 9 or 10 figs flying around in Russia that help some less important UK ground troops attack G…
      I think you see the problem for G arising…

      UK1: he has 30 IPC’s to spend = 3 figs, income will be probably 28 IPC’s (lost Egypt)
      UK2: he has 28 IPC’s to spend = 2 figs and 2 inf (totalling 26 IPC’s), income will be probably around 26 IPC’s (lost Egypt (-2), India (-3), another African country or 2 (-2) but maybe gained Norway (+3))
      UK3: he has 26+1 IPC’s to spend = he buys 1 fig and 3 artillery and 1 inf (totalling 27 IPC’s) and gaining 26 IPC? I don’t know, 'cause I sure hope USA did something in Africa and in this case you might have regained some of your IPC’s…
      UK4: he has 26 IPC’s to spend = he can buy 2 figs and some other stuff or keep the 6 IPC’s for next round…

      so he will probably have 2 (UK0) + 3 (UK1) + 2 (UK2) + 1 (UK3) + 2 (UK4) = 10 figs (instead of 11)
      But even if G manages to counterattack this strategy (?) and UK has only 8 figs it still gets a pain in the a** for G…
      but, thx for the correction General D. Fox :-)

      posted in Axis & Allies Revised Edition
      A
      Axel Allie
    • RE: Subs-I know its been done to death

      you can find a lot of you questions in another thread:

      Battleships, AA guns and opening fire step.
      http://www.axisandallies.org/forums/index.php?topic=5137.0

      (hope I helped you out this way)

      Answer on question 1:

      about submerging subs?
      subs may only submerge after there has been rolled for attack against them at least ONCE!
      so, if figs attack subs, the subs have to survive a round of throwing dice against them before they can submerge.
      the submerge-ability is comparable with a retreat (BTW: this is the only time a defender can ‘retreat’), thus: at the end of a combat round!
      and they resurface at the end of the following non-combat move!

      Answer on question 2:

      Subs DO get to use their special ability in subsequent rounds.

      On page 16 in the manual it states that you are to repeat steps 2-6 each round. And it also says that units returned to the gameboard cannot reenter combat.

      The sigificance of this is obvious if you look at the beginning of page 16.

      It says:
      Return all antiaircraft guns to the gameboard as well as battleships that conducted shore bombardment. Do not remove submarines from the battleboard.

      Opening fire is part of step 2 of the combat and thus has to be repeated every round. However by following the above rule in step 3, battleships (that did shore bombardment) and AA guns must be returned to the gameboard the first time a combat reaches step 3.
      But that still leaves submarines to go thru step 2 once again and for as long as they live in the combat.

      • Kvik
      posted in Axis & Allies Revised Edition
      A
      Axel Allie
    • RE: The defence of Karelia…

      Karelia isn’t of that much importance in first rounds of play…

      Indeed,
      @yamamato456:

      I find that defending Karelia is pretty worthless with Russia. The supply lines to Karelia are kind of long, and Germany can mass all of its forces there easily, and you’ll lose all of you offensive units. I find that Karelia is a good place to attack/defend for UK, and if its held long enough it can be a linking area for UK, USSR, and maybe USA.

      By the time you get to round 3 or 4…
      allies can start trooping here and it is only as from then that Karelia begins to play a real important factor!
      UK can transport quite easily to Karelia by then and once they’ve got this territory, most likely UK offense will grow and breed there…
      Allies can work as a team and push G in turtle position once the allies established that important link…

      posted in Axis & Allies Revised Edition
      A
      Axel Allie
    • What was the most expensive battle you've encountered?

      My most expensive battle since I started playing is totalling 659 IPC’s…

      Japan defended and had:
      5 BB’s
      2 fully loaded AC’s
      10 subs
      1 destroyer
      3 trannies
      this totals 308 IPC’s and was statistically good for 68/6 = 11 hits in the first round

      USA attacked and had:
      4 BB’s
      2 fully loaded AC’s
      1 empty AC
      1 bomber
      16 subs
      2 destroyers
      this totals 351 IPC’s and was statistically good for 73/6 = 12 hits in the first round

      So, this battle was worth 659 IPC’s.
      other remarks:

      • USA won the battle leaving him 4 BB, 1 DD, 9 subs in the water and still have his bomber…
      • USA forgot to bring along 2 trannies that were nearby and would have been nice cannon fodder…
      • Japan could establish only 6 hits in first round of combat, while USA had 11… talk about statistics being ONLY statistics :-)
      • this battle lasted 3 combat rounds
      • after this battle, the axis resigned…
      posted in Axis & Allies Revised Edition
      A
      Axel Allie
    • RE: Units

      I believe the most essential units are ground units.
      If you don’t have these, you can’t capture a territory ;-)

      ground units are the basics for the game, so they are indeed my top priority!
      the moment you can afford more then only ground units, THEN you can buy AF to help you attack better.
      or start thinking on how to mobilize your units swiftly (by buying trannies and supporting those trannies with defending fleet)

      in case you’re interested: the unit I like the most because it is so versatile is a fighter!

      posted in Axis & Allies Revised Edition
      A
      Axel Allie
    • RE: 1e game

      If things are going to hard for one party…
      try restarting the game :-)

      If you’ve made one mistake early in the game, it’s possible you will see the devastating effect of the mistake you made some turns later…
      here you can see it already:
      apparently, your allies did not work as ONE team…
      I believe that’s the first and best strategy to keep in mind!

      Otherwise, I can only recommend reading soime topics at the forum :-)

      posted in Axis & Allies Revised Edition
      A
      Axel Allie
    • RE: UK early in game

      the strategy my opponent has, and which is devastating by turn 3 or 4, is buying figs every round with UK!!!

      at the start, he has 2 figs and a bomber, he flies them over to whichever country of Russia is needing some backup defense, and where those figs will not be cannonfodder!

      he buys 3 figs in UK1

      then, in UK2 he buys 3 figs if he can and attacks Norway or Karelia with an amphibiuos assault supported by 5 figs and 1 bomber!
      the AF lands somewhere save in Russia…

      so by the start of UK3, he probably has 8 figs and 1 bomber and he has already landed his first troops on German soil…
      in UK3 he will start buying inf and armor and a trannie if necessary to ship to Norway in UK4.
      in UK 4 he buys 3 figs again!
      at the end of UK4, he now probably has 11 figs, one bomber and 6 or 8 ground units available in combat versus G!
      Normally, this does have quite a punch versus G!!!
      So, in UK5 he begins his stroll to push G away from Russia! slow and steady!
      (having 11 figs and a bomber to support you in combat usely makes the attack versus G only last one round…)
      and ground units are in this case of less importance for his UK strategy!
      for example: if he attacks with only 2 ground units and all the figs? and he has to take 2 casualties: the ground units can be taking… In this way the territory will be vacant and Russia can take it instead!

      Of course: this is only possible if USA is willing to liberate Africa…

      And this strategy of my friend is not depending on the strat of G to much…
      (I noticed this one in the games I was playing axis…)

      posted in Axis & Allies Revised Edition
      A
      Axel Allie
    • RE: Pearl or no Pearl??? part 2 = the poll

      So, like I mentioned before:

      most people make up their USA strategy after J has made his first move:

      @Axel:

      A) if you do a Pearl attack: Most of the USA players would leave the Pacific and do a KGF…
      B) if you don’t do a Pearl attack: Most of the USA players stay in the Pacific…

      So, if you are J: make your discission: do you want to let USA stay in the Pacific? or do you want to let the USA mess with G?

      and almost every post I read regarding this subject so far has made the USA strategy depending on J1!
      So Japan has to make up his mind and in that way determines USA strategy most of the times…

      I think this poll has made his point :-)

      posted in Axis & Allies Revised Edition
      A
      Axel Allie
    • RE: Battleships, AA guns and Opening fire step.

      thx JamesG,

      I think you’re correct!!!
      my apologies to Perry as well!!!
      Damn, those rules are so weird sometimes.
      while in gameplay, it changes nothing really, I think it’s easier to NOT give the subs their opening fire step when an enemy destroyer is present and only role those dice when you are actually attacking with the rest of your ships…

      well, since it doesn’t affect gameplay at all, I’ll probably keep explaining it to newbies that way, 'cause it’s easier for me to memorize…

      posted in Axis & Allies Revised Edition
      A
      Axel Allie
    • RE: Rule question

      yup,

      I noticed that one, too, ncscswitsh, and there are other ERRATA on the official web site of A&AR as well.

      posted in Axis & Allies Revised Edition
      A
      Axel Allie
    • RE: Battleships, AA guns and Opening fire step.

      Actually,

      Q3: if 2 subs attack 2 subs, they both have opening fire, so, this situation can be easily combared with the most basic normal combat, which is: the attacker rolls dice first and then the defender rolls for hits, too.

      Q4: 1 DD, 2 subs versus 1 trannie and 2 subs? indeed:
      @keen2215:

      only my subs get to hit during the opening fire, and his subs will just hit me during the regular combat? (step3/4, depends on he’s attacking or not.)

      a destroyer makes every special ability of a sub VANISH! so, they can not have opening fire any more!
      so,
      @Perry:

      Q4: YES your subs hits during the Opening fire step, but so does your enemy’s subs…! Only, any non-Sub units of yours that are hit by your enemies attack, DOES get to fight back during regular combat, due to the presence of your DD…
      The thing is that the presence of a DD does not move the attack of the enemy subs to the Regular Combat step - the DD allows the units hit by subs to fight back before they are killed!

      this quote is not a good way of rephrasing the good thinking of keen2215!
      I see it this way: a destroyer has a sophisticated radar on board that can see ALL sea units, so the DD can see a sub coming and alert all units “hey, there’s a sub coming, prepare for battle!!”, while your subs in the example have a sneak attack! the defender never knew what hit them (if they didn’t survive the hit)!
      so, they have NO opening fire at all and are removed if necessary after the opening fire step of the person attacking with the help of a DD.

      about submerging subs?
      subs may only submerge after there has been rolled for attack against them at least ONCE!
      so, if figs attack subs, the subs have to survive a round of throwing dice against them before they can submerge.
      the submerge-ability is comparable with a retreat (BTW: this is the only time a defender can ‘retreat’), thus: at the end of a combat round!
      and they resurface at the end of the following non-combat move!

      posted in Axis & Allies Revised Edition
      A
      Axel Allie
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