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    Posts made by AxisAndAllies1940

    • Oil Derricks

      Oil Derricks are special facilities. One Oil Derrick is to be placed in each of the following territories at the start of the game:

      Romania
      Norway
      Sumatra
      Borneo
      Java
      Iraq
      Persia
      Northwest Persia
      Caucasus
      Saudi Arabia
      Central United States (represents Texas)
      Mexico
      Venezuela

      Oil Derricks cannot be removed during the game. When a territory with an Oil Derrick is captured, the Oil Derrick changes hands with it. For every Oil Derrick controlled, 1 unit other than infantry may add 1 movement point per turn. Oil Derricks may be both tactically and strategically bombed. Oil Derricks have their own built-in AA guns. Oil Derricks may not be built during the game. You need to be able to trace a path through any number of sea zones or territories from an oilfield to a unit that you want to move +1. Naval units can only move 1 if they cannot connect to an oilfield.

      UK Europe, UK Pacific, and ANZAC may claim the benefits of an oilfield as long as Sumatra and Java are in Allied or Dutch hands. Also, as long as Persia and Northwest Persia are not in Axis hands, UK Europe can pay 1 IPC per turn to move its ships at the normal distance (as long as they can connect to those territories, of course), without controlling those territories.

      posted in House Rules
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      AxisAndAllies1940
    • RE: KGF - Stick a Landing!

      Norway is nice because it saps Germany of 8 IPCs (3 for the territory plus 5 for the NO), while also opening a sort of ‘back-door’ route into occupied Russia, but it’s harder to reinforce and build up a base in. If the Americans land on their turn then the British reinforce it that same turn, it could be all right. Certainly, having an American IC so close to Berlin will be very threatening for the Germans, and they will be forced to spend quite a bit of money on protecting themselves from bombing raids, bombing the American IC, or building transports, which is money they can’t afford to divert. However, Norway is just too remote to deliver a crushing blow to Germany.

      Normandy is probably my personal preference, for a couple of reasons. One: free factory! Putting 3 tanks down every turn is definitely a big plus! It also serves as a major diversion for Germany, as Holland (which will leave West Germany exposed if in Allied hands), Paris, and Southern France (which will leave Italy exposed if in Allied hands), are all within American reach. The British are also in an ideal position to ferry units across the Channel. The one major issue I have with Normandy is making it last. It’s fairly obvious to the German and Italian players that you’re on the way, so they’ll have time to bulk up the West. But if you can put down a 3 tank build and get British reinforcements, you’re in a good position.

      I don’t really like Southern France, because the Axis are just in such a good position to counterattack. The Italians can throw massive amounts of equipment at you, relieving the pressure on Germany. And speaking of Germany, a few tanks in Western Germany, Normandy, or Paris can bring an end to Southern France very quickly. Nevertheless, a landing in Southern France does have its advantages. It constitutes a first-rate emergency for Italy, costs them an NO, and again, ties down German IPCs.

      So ultimately, Normandy is the best. As long as the British and Americans co-operate, the Allies will have a beachhead turning out plenty of tanks. Eventually, they can take Southern France and once they can afford to not use their IC anymore, Paris. Once Paris is liberated, Germany will be fighting a very uphill battle.

      posted in Axis & Allies Global 1940
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      AxisAndAllies1940
    • RE: [Global 1940] New Complex Idea

      I too have thought about this- it would be good for the Americans to put in the Philippines and the Italians to put in Libya.

      posted in House Rules
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      AxisAndAllies1940
    • RE: USA into the Middle East

      That is more viable anyway- let ANZAC have a UK transport to activate Persia.

      posted in Axis & Allies Global 1940
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      AxisAndAllies1940
    • RE: [Global 1940] Air units fly over question

      Thanks very much!

      posted in House Rules
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      AxisAndAllies1940
    • RE: Having problems loading TripleA

      TripleA engine version 1.9.0.0.9687
      SYSTEM PROPERTIES
      awt.toolkit=sun.lwawt.macosx.LWCToolkit
      exe4j.moduleName=/Applications/TripleA.app
      file.encoding=UTF-8
      file.encoding.pkg=sun.io
      file.separator=/
      ftp.nonProxyHosts=local|.local|169.254/16|.169.254/16
      gopherProxySet=false
      http.nonProxyHosts=local|.local|169.254/16|.169.254/16
      i4j.jreBundle=/Library/Internet Plug-Ins/JavaAppletPlugin.plugin
      i4j.ownBundlePath=/Applications/TripleA.app
      install4j.appDir=/Applications/TripleA.app/Contents/java/app/
      install4j.exeDir=/Applications/
      install4j.launcherId=33
      install4j.swt=false
      java.awt.graphicsenv=sun.awt.CGraphicsEnvironment
      java.awt.printerjob=sun.lwawt.macosx.CPrinterJob
      java.class.path=/Applications/TripleA.app/Contents/Resources/app/.install4j/i4jruntime.jar:/Applications/TripleA.app/Contents/Resources/app/bin/triplea-1.9.0.0.9687-all.jar
      java.class.version=54.0
      java.home=/Library/Internet Plug-Ins/JavaAppletPlugin.plugin/Contents/Home
      java.io.tmpdir=/var/folders/d0/rdypyx753v79c45pv6l_z3gc0000gn/T/
      java.library.path=/Users/adrishoyos/Library/Java/Extensions:/Library/Java/Extensions:/Network/Library/Java/Extensions:/System/Library/Java/Extensions:/usr/lib/java:.
      java.runtime.name=Java™ SE Runtime Environment
      java.runtime.version=10.0.1+10
      java.specification.name=Java Platform API Specification
      java.specification.vendor=Oracle Corporation
      java.specification.version=10
      java.vendor=Oracle Corporation
      java.vendor.url=http://java.oracle.com/
      java.vendor.url.bug=http://bugreport.java.com/bugreport/
      java.vendor.version=18.3
      java.version=10.0.1
      java.version.date=2018-04-17
      java.vm.compressedOopsMode=Zero based
      java.vm.info=mixed mode
      java.vm.name=Java HotSpot™ 64-Bit Server VM
      java.vm.specification.name=Java Virtual Machine Specification
      java.vm.specification.vendor=Oracle Corporation
      java.vm.specification.version=10
      java.vm.vendor=“Oracle Corporation”
      java.vm.version=10.0.1+10
      jdk.debug=release
      line.separator=

      os.arch=x86_64
      os.name=Mac OS X
      os.version=10.12.6
      path.separator=:
      socksNonProxyHosts=local|.local|169.254/16|.169.254/16
      sun.arch.data.model=64
      sun.awt.enableExtraMouseButtons=true
      sun.awt.exception.handler=games.strategy.triplea.ui.ErrorHandler
      sun.boot.library.path=/Library/Internet Plug-Ins/JavaAppletPlugin.plugin/Contents/Home/lib
      sun.cpu.endian=little
      sun.cpu.isalist=
      sun.font.fontmanager=sun.font.CFontManager
      sun.io.unicode.encoding=UnicodeBig
      sun.java.command=com.install4j.runtime.launcher.MacLauncher
      sun.java.launcher=SUN_STANDARD
      sun.jnu.encoding=UTF-8
      sun.management.compiler=HotSpot 64-Bit Tiered Compilers
      sun.os.patch.level=unknown
      user.country=GB
      user.dir=/Applications/TripleA.app/Contents/java/app
      user.home=/Users/adrishoyos
      user.language=en
      user.name=adrishoyos
      user.timezone=America/New_York

      posted in TripleA Support
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      AxisAndAllies1940
    • RE: [Global 1940] Air units fly over question

      Now: part 2

      If on Combat Move an air unit has to fly over other enemy units to take part in a battle, must it fight those enemy units, or may it ignore them? Example: the British fighter on Malta taking part in Taranto. Can that fighter fly over the Italian destroyer, or must it fight its way out (and therefore not be able to take part in Taranto at all)?

      posted in House Rules
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      AxisAndAllies1940
    • RE: Having problems loading TripleA

      This happens with every game I try to load. This is the full message:
      TripleA engine version 1.9.0.0.9687
      Loading map: tutorial, from: /Users/adrishoyos/triplea/downloadedMaps/tutorial-master.zip
      Loading resources from the following paths: [/Users/adrishoyos/triplea/downloadedMaps/tutorial-master.zip, /Applications/TripleA.app/Contents/java/app/assets]
      Loading map: tutorial, from: /Users/adrishoyos/triplea/downloadedMaps/tutorial-master.zip
      Loading resources from the following paths: [/Users/adrishoyos/triplea/downloadedMaps/tutorial-master.zip, /Applications/TripleA.app/Contents/java/app/assets]
      Loading map: world_war_ii_global, from: /Users/adrishoyos/triplea/downloadedMaps/world_war_ii_global-master.zip
      Loading resources from the following paths: [/Users/adrishoyos/triplea/downloadedMaps/world_war_ii_global-master.zip, /Applications/TripleA.app/Contents/java/app/assets]
      Loading map: world_war_ii_global, from: /Users/adrishoyos/triplea/downloadedMaps/world_war_ii_global-master.zip
      Loading resources from the following paths: [/Users/adrishoyos/triplea/downloadedMaps/world_war_ii_global-master.zip, /Applications/TripleA.app/Contents/java/app/assets]
      Error: com/apple/eawt/QuitHandler
      java.lang.NoClassDefFoundError: com/apple/eawt/QuitHandler
      at games.strategy.triplea.ui.menubar.FileMenu.addExitMenu(FileMenu.java:104)
      at games.strategy.triplea.ui.menubar.FileMenu.<init>(FileMenu.java:45)
      at games.strategy.triplea.ui.menubar.TripleAMenuBar.<init>(TripleAMenuBar.java:35)
      at games.strategy.triplea.ui.TripleAFrame.<init>(TripleAFrame.java:247)
      at games.strategy.triplea.TripleA.lambda$startGame$0(TripleA.java:121)
      at games.strategy.ui.SwingAction.lambda$invokeAndWait$0(SwingAction.java:86)
      at games.strategy.ui.SwingAction.lambda$invokeAndWaitResult$1(SwingAction.java:114)
      at java.desktop/java.awt.event.InvocationEvent.dispatch(Unknown Source)
      at java.desktop/java.awt.EventQueue.dispatchEventImpl(Unknown Source)
      at java.desktop/java.awt.EventQueue.access$600(Unknown Source)
      at java.desktop/java.awt.EventQueue$4.run(Unknown Source)
      at java.desktop/java.awt.EventQueue$4.run(Unknown Source)
      at java.base/java.security.AccessController.doPrivileged(Native Method)
      at java.base/java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
      at java.desktop/java.awt.EventQueue.dispatchEvent(Unknown Source)
      at java.desktop/java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
      at java.desktop/java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
      at java.desktop/java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
      at java.desktop/java.awt.EventDispatchThread.pumpEvents(Unknown Source)
      at java.desktop/java.awt.EventDispatchThread.pumpEvents(Unknown Source)
      at java.desktop/java.awt.EventDispatchThread.run(Unknown Source)
      Caused by: java.lang.ClassNotFoundException: com.apple.eawt.QuitHandler
      at java.base/jdk.internal.loader.BuiltinClassLoader.loadClass(Unknown Source)
      at java.base/jdk.internal.loader.ClassLoaders$AppClassLoader.loadClass(Unknown Source)
      at java.base/java.lang.ClassLoader.loadClass(Unknown Source)
      … 21 more

      I know that my Java is up-to-date, and I have downloaded the installer file.</init></init></init>

      posted in TripleA Support
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      AxisAndAllies1940
    • Having problems loading TripleA

      So I just downloaded TripleA, but when I go to play a game with myself as Germany and the AI controlling everything else, it gives me this message:

      Error: com/apple/eawt/QuitHandler

      What am I doing wrong? Thanks.

      posted in TripleA Support
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      AxisAndAllies1940
    • RE: [Global 1940] Air units fly over question

      Yeah. We do not need to bring that bit back for sure.

      posted in House Rules
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      AxisAndAllies1940
    • RE: Atomic bomb rule

      I like it, but I think 10 turns is too late, as one side or the other will have achieved a clear victory by that point (even if the game isn’t over). I think mid-to-late game, maybe around turn 7 would be a better time to introduce the bomb. I also think that the bomb should cost 40 IPCs, must be carried in a strategic bomber, and can be shot down. Finally, I think the bomb should do max damage to all facilities, and if used to attack units, it should automatically wipe all of them out. The bombs should only be producible in a major IC.

      posted in House Rules
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      AxisAndAllies1940
    • RE: Question about US isolationism

      I think the rule should be that if you’re not a war, you don’t have a turn. Period.

      posted in Axis & Allies 1914
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      AxisAndAllies1940
    • RE: Any WW1 global players?

      The game hasn’t been released yet. I think HBG might release it sometime around Christmas 2018 but don’t quote me on that. They’re also working on a Global 1861, a Global 1919-1935, and a Global 1936-1945 Second Edition. Should all be good!

      posted in Global War
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      AxisAndAllies1940
    • RE: [Global 1940] Air units fly over question

      Thanks. I agree, we need to bring back the Europe 99 rules for AA guns.

      posted in House Rules
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      AxisAndAllies1940
    • RE: On this day during W.W. 2

      In remembrance of all those who served in the D-Day landings 74 years ago- especially those who gave their lives for their country and their cause. My hat’s off to them.

      posted in World War II History
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      AxisAndAllies1940
    • [Global 1940] Air units fly over question

      Can air units fly over enemy units (including AAA) in NCM? Or do they have to do so in Combat Move? Thanks.

      Moderator’s edit: Changed title to give an idea about the content of the thread. (Was:“A Question That I Really Ought To Know The Answer To”)
      Moderator’s edit: Added tag [House Rules] to title.
      Moderator’s edit: Changed tag to [Global 1940] as this thread had been moved here from the Global Forum.

      posted in House Rules
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      AxisAndAllies1940
    • RE: Just About Impossible To Defeat Allied Strategy

      This strategy will not work in Global because the US is committing nearly all of its resources to the Atlantic, so Japan can win for the Axis in Global.

      Also, this strategy is based in large part on the theory that ‘as Italy goes, so goes the Axis’, first coined by Requester45:

      @Requester45:

      Hey guys! I have a theory that I wanted to put out there and see if it holds true for you guys as it does for me. I have played a countless number of games of G40, as all the different powers. I have noticed something very interesting, and wanted to share wiht you all.

      In every game that the Italians have had a base income of 25 IPC or higher, the Axis have won … regardless of the outcome in the Pacific. Now this theory ties in with the idea that the Middle East is an essential power house for any nation controlling it, as well as North African objectives. I won’t go into too much detail on Italian strategies, but I wanted to see if this theory holds true for you guys as well.

      By focussing Britain’s power chiefly against Italy, the Germans will be forced to divert resources to prop up the south, as opposed to spending them on quickly crushing Russia or defending the West.

      Also, another criticism I can see coming about this strategy is “you’re giving Germany 40 free IPCs a turn”. Well, yes, but I’m also forcing them to spend a lot of that money. Because Italy is being kept weak, Germany is going to need a Mediterranean IC. It may even need to build naval units or an Afrika Korps. Also- it takes time and resources to build an army that can smash Moscow, so a lot of that 40 will be needed to maintain the Eastern Front. Finally, after the Americans land in France and secure a beachhead that the Germans can’t destroy, holding Paris and launching a counteroffensive to keep the Allies out of W. Germany and Paris will be expensive priorities that may eat into the 40.

      posted in Axis & Allies Europe 1940
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      AxisAndAllies1940
    • Just About Impossible To Defeat Allied Strategy

      All three Allied powers must co-operate closely and follow this strategy closely for this strategy to work, but when it does- watch out Axis!

      The USSR must build exclusively in Moscow, preferably 9 inf on t1, 2 ftrs on t2, 9 inf on t3, and so forth. Germany will likely not be in a position to take Moscow before t5-6, so Russia could very reasonably have: 28 inf, 6 ftrs, 1 mech, 1 tank and 2 AAA in Moscow. However, if they follow this strategy, they will wind up with even more. Russia needs to put 1 unit (preferably 1 infantry) in every territory without a facility. This will prevent German blitzing. Britain has a role to play to minimise Italian can-opening ability. It’s also important to abandon EVERY TERRITORYpt] except for Moscow. If this strategy is executed properly, handing the Axis 2 VCs will not matter. In addition, once you get that +9 IPC bonus, alternate purchases between 10 inf and 3 ftr and 1 armour. Make sure you get plenty of British fighter support from Scotland via Archangel or Nenestia.

      If Germany does a G1 attack, then you’re in a far worse position, but not a fatal one. Germany will be on the border with Leningrad and Ukraine, but since there are facilities in those territories, they cannot be blitzed through. Abandon them, and send everything directly to Moscow. In the centre, keep the 1 inf. in Belarus, and ensure that you can put 1 unit in Smolensk and Bryansk. The good news is that you’ll get that +9 bonus straightaway.

      Either way, ideally, Germany should have Moscow partly or fully encircled by turn 6 or 7, and even using the ICs it has captured. However, you should have 35-odd infantry, 7-8 fighters, and a handful of tanks, all supplemented by British fighters. When Moscow is partially or fully encircled, don’t launch counteroffensives against juicy German targets unless the Allies have a strong beachhead in the West that requires Germany’s attention. Germany has two advantages here: First, they simply will take Moscow eventually. They are increasing their forces in the East constantly, while you will be unable to after a while. Second, they will have up to 40 extra IPCs (25 for the Russian territories, +5 for Leningrad, +5 for Stalingrad, +5 for the Caucasus). This is where the other Allies come in…

      Britain has a key role to play in this strategy. In the first four turns, they need to protect Cairo. On t1, Britain should build a mIC in Cairo and 1 ftr in London. They also need to do Taranto (even throwing in their strat bomber and fighter). Tobruk is also necessary. It is vital for as many German subs as possible to be killed (because neither you or the US will have much for destroyers). The Italian fleet in 96 also should be destroyed with the Malta fighter (which should fly to Cairo). Finally, the 2 ftrs in London should go to Scotland. On t2, they should build 1 ftr in London, 1 ftr in Cairo, and 1 tank in Cairo. As soon as Germany and Russia go to war, whatever air units are in Scotland should go to Archangel or Nenestia. If you are doing really well, activate Persia and turn out some fighters for Moscow. That probably won’t happen, though. Don’t feel pressure to launch an independent invasion of Europe, either. When America has a firm foothold in Normandy, you should (a, hit Norway, (b, build some strat bombers and sap Germany of production capacity, (c, take Holland or Denmark, just to force Germany to lengthen the front a little bit.

      If Germany goes for a Sea Lion, do something insane. Don’t worry about London. You read that right. DON’T WORRY ABOUT LONDON!!!pt] Instead, build an IC in Cairo and a destroyer in 109 to fight U-Boats and clear the Atlantic for American ships. Do Taranto, Tobruk, and kill the 96 fleet. On t2, put three tanks in Cairo (18), 1 tank in South Africa, and 1 infantry in South Africa. London will likely have fallen by t3, but the good news is that you’ll soon get US aid, and Russia will have plenty of time to build up.

      The United States will save the Allies. Literally. It’s their job to invade Europe and bring down Germany. On t1, they should purchase 6 inf and 1 destroyer (to help fight U-Boats). Their destroyer should stay in 101. On t2, the US will have 44 IPCs, and they should build 3 tanks and 3 artillery. Finally on turn 3, they should build 6 transports. Once the US is up to 60 IPCs, they should build: 4 infantry, 2 artillery, 2 tanks, and 4 transports every turn. The US just has to keep hitting Germany in the West. Trying to take Rome if Britain has been particularly successful against Italy is also an option. Just tie down enough Axis units and IPCs that the Germans exhaust themselves taking Moscow, and cannot take Cairo. Then- kill the Axis.

      In sum, this strategy calls for the USSR to delay Germany’s advance while making Moscow nearly impossible to conquer, Britain keeping Italy weak while providing fighter support to Moscow, and the US striking hard against occupied France and eventually killing Germany.

      posted in Axis & Allies Europe 1940
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      AxisAndAllies1940
    • RE: Global 1940- Income Increases

      Rearmament rolls are a ‘bonus’ at the end of every round, and are designed to represent a shift in the USA/USSR towards war. As an example, on the Collect Income phase of turn 3, the USSR has the basic 8 IPCs, plus 20 for Axis control of London, plus 7 for Japanese control of Kansu=35. After collecting this money, they have a rearmament roll on a d6, and they get a 4. They add 4 IPCs to their income for the turn, propelling them to 39. However, since peacetime income cannot exceed wartime income, they just have 37.They may declare war immediately.

      As for the USSR’s triggers, they may only declare war on the Axis power* that caused the most recent trigger and propelled their income to 37.  They are still neutral with regards to the other power. As an example: Germany has taken London (+20, so the USSR is at 28), but avoided all other triggers. The USSR does their rearmament roll, and gets a 6, bringing them up to 34. The next turn, Japan attacks Sikang, bringing the USSR up to 43, but since peacetime income cannot exceed wartime income, the USSR has 37. Since Japan’s aggression pushed the USSR to 37, the USSR may declare war on Japan immediately. The USSR may declare war on the European Axis on the next turn.

      @Argothair:

      I still think you would need to clarify and reconsider the rule about the Soviet Union only being able to declare against one front or the other depending on where the triggers are coming from. Are you saying that they can only declare war against whoever triggered them most recently? Or just that there must be at least one trigger from a side before you can invade that side? If the latter, do you really mean it? Like, you really want to say that Russia can’t ever declare against Germany if Germany stays out of London, Finland, and Bulgaria and avoids declaring a war against the USA (why would Germany ever want to declare war against the USA?). That seems like it makes it too easy to protect Germany against a Russian invasion.

      I agree. The USSR can’t just stand by and let the Allies fall because Mongolia and Finland stay neutral, or London will fall every turn. With no Eastern Front pressure, the Germans can build an Afrika Korps and take Cairo. Finally, the Germans can declare war on Russia and take Leningrad and Stalingrad. So how about this: so long as at least three trigger events have taken place on one map, they can declare war on that map on the Collect Income phase of turn 4. I haven’t yet play-tested this, but I’ll be able to over the weekend. This seems like it could work, because the USSR would still be wary of Axis aggression.

      @Argothair:

      If you hand me the Axis with this setup, I will have the Soviet Union invade Szechuan (+3 IPCs) and Russia (+7 IPCs) while ignoring the western allies. Meanwhile, Germany will also invade Russia (+15 IPCs) while avoiding all other USA triggers. The USA permanently stays at 12 + 3 + 7 + 15 = 37 IPCs…not even enough for lend-lease, let alone a declaration of war. The USA will spend the entire game on the sidelines, building boats that aren’t even allowed to border Japanese territories, and there’s nothing the Allies can do about it. Moscow will inevitably fall as it gets triple-teamed by Germany, Italy, and Japan with no US support. The UK can declare war against Japan, but then Japan can switch to going after India / Singapore / Borneo, which is free of charge. You don’t really need capital ships to do that, because the UK Pacific navy is weak – you can get the job done with transports, a few destroyers to protect your transports, and your massive airforce.

      I think that extending the rearmament roll system to America could help. Again, perhaps if three or more triggers have taken place on one map, the USA may declare war on the Axis of that map on the Collect Income phase of turn 3.

      *In this system, Germany and Italy are considered one power with regards to ‘triggers’. If Germany pushes the USA to 52, then the USA may declare war on both Germany and Italy.

      posted in House Rules
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      AxisAndAllies1940
    • RE: Global 1940- Income Increases

      @Ichabod:

      @AxisAndAllies1940:

      How do you propose I simplify it?

      Play standard G40 and give the allies a bid. Simplified.

      That’s not really the point of the rule.

      posted in House Rules
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      AxisAndAllies1940
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