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    Posts made by axisandalliesplayer

    • RE: 14L G40 Zigg (allies+11) vs A&Aplayer

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

      Game History

      Round: 1

      Purchase Units - Germans
                  Germans buy nothing; Remaining resources: 30 PUs;

      Combat Move - Germans
                  1 battleship moved from 113 Sea Zone to 111 Sea Zone
                  1 fighter moved from Norway to 111 Sea Zone
                  1 submarine moved from 124 Sea Zone to 111 Sea Zone
                  1 bomber moved from Germany to 111 Sea Zone
                  1 tactical_bomber moved from Western Germany to 111 Sea Zone
                  1 submarine moved from 117 Sea Zone to 106 Sea Zone
                  1 fighter moved from Holland Belgium to 110 Sea Zone
                  2 fighters and 2 tactical_bombers moved from Western Germany to 110 Sea Zone
                  1 bomber and 1 tactical_bomber moved from Germany to 110 Sea Zone
                  1 submarine moved from 108 Sea Zone to 104 Sea Zone
                  1 submarine moved from 104 Sea Zone to 110 Sea Zone
                  1 submarine moved from 103 Sea Zone to 110 Sea Zone
                  1 submarine moved from 118 Sea Zone to 106 Sea Zone
                  1 artillery and 3 infantry moved from Western Germany to France
                  2 mech_infantrys moved from Western Germany to France
                  2 armour moved from Greater Southern Germany to France
                  1 armour moved from Greater Southern Germany to France
                  2 mech_infantrys moved from Western Germany to France
                  3 armour, 1 artillery and 2 infantry moved from Holland Belgium to France
                  1 artillery and 2 infantry moved from Holland Belgium to France

      Combat - Germans
                  British scrambles 3 units out of United Kingdom to defend against the attack in 110 Sea Zone
                  Battle in France
                      Germans attack with 6 armour, 3 artilleries, 7 infantry and 4 mech_infantrys
                      French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry; British defend with 1 armour and 1 artillery
                      Germans captures 19PUs while taking French capital
                      Germans converts factory_major into different units
                      Germans win, taking France from French with 6 armour, 3 artilleries and 4 mech_infantrys remaining. Battle score for attacker is 32
                      Casualties for Germans: 7 infantry
                      Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry
                      Casualties for British: 1 armour and 1 artillery
                  Battle in 106 Sea Zone
                      Germans attack with 2 submarines
                      British defend with 1 destroyer and 1 transport
                      Germans win, taking 106 Sea Zone from Neutral with 1 submarine remaining. Battle score for attacker is 9
                      Casualties for Germans: 1 submarine
                      Casualties for British: 1 destroyer and 1 transport
                  Battle in 111 Sea Zone
                      Germans attack with 1 battleship, 1 bomber, 1 fighter, 1 submarine and 1 tactical_bomber
                      British defend with 1 battleship, 1 cruiser and 1 destroyer
                      Germans win with 1 bomber, 1 fighter and 1 tactical_bomber remaining. Battle score for attacker is 14
                      Casualties for Germans: 1 battleship and 1 submarine
                      Casualties for British: 1 battleship, 1 cruiser and 1 destroyer
                  Battle in 110 Sea Zone
                      Germans attack with 1 bomber, 3 fighters, 2 submarines and 3 tactical_bombers
                      French defend with 1 cruiser and 1 fighter; British defend with 1 battleship, 1 cruiser and 2 fighters
                      Units damaged: 1 battleship owned by the British
                      retreated to 110 Sea Zone
                      British win with 1 battleship, 1 cruiser and 3 fighters remaining. Battle score for attacker is -21
                      Casualties for Germans: 1 fighter, 2 submarines and 1 tactical_bomber
                      Casualties for French: 1 cruiser
                  Moving scrambled unit from 110 Sea Zone back to originating territory: United Kingdom
                  Moving scrambled unit from 110 Sea Zone back to originating territory: United Kingdom
                  Moving scrambled unit from 110 Sea Zone back to originating territory: United Kingdom
                  Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French

      Non Combat Move - Germans
                  1 cruiser moved from 114 Sea Zone to 113 Sea Zone
                  1 transport moved from 114 Sea Zone to 113 Sea Zone
                  3 infantry moved from Norway to Finland
                        Germans take Finland from Neutral_Axis
                  1 bomber, 1 fighter and 1 tactical_bomber moved from 111 Sea Zone to Western Germany
                  1 bomber, 2 fighters and 2 tactical_bombers moved from 110 Sea Zone to Western Germany
                  1 fighter moved from Slovakia Hungary to Southern Italy
                  1 tactical_bomber moved from Poland to Southern Italy
                  1 armour moved from Romania to Bulgaria
                        Germans take Bulgaria from Neutral_Axis
                  2 infantry moved from Romania to Slovakia Hungary
                  2 artilleries and 6 infantry moved from Greater Southern Germany to Slovakia Hungary
                  2 infantry moved from Slovakia Hungary to Poland
                  3 aaGuns, 3 artilleries and 11 infantry moved from Germany to Poland
                  2 infantry moved from Denmark to 113 Sea Zone
                  2 infantry moved from 113 Sea Zone to Western Germany

      Turn Complete - Germans
                  Germans collect 37 PUs; end with 86 PUs total
                  Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 91 PUs
                  Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 96 PUs

      posted in League
      axisandalliesplayerA
      axisandalliesplayer
    • RE: 14L G40 Zigg (allies+11) vs A&Aplayer

      Now I’m wishing I knew the results of sz110 before the sz111 battle, still looks like the attempt to save the bb has backfired anyway so down she goes.

      posted in League
      axisandalliesplayerA
      axisandalliesplayer
    • RE: 14L G40 Zigg (allies+11) vs A&Aplayer

      I know the odds are in my favor but I get nervous when it’s air vs air. This could potentially be really good or really bad for the both of us . . .

      posted in League
      axisandalliesplayerA
      axisandalliesplayer
    • RE: 14L G40 Zigg (allies+11) vs A&Aplayer

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

      Game History

      Round: 1

      Purchase Units - Germans
                  Germans buy nothing; Remaining resources: 30 PUs;

      Combat Move - Germans
                  1 battleship moved from 113 Sea Zone to 111 Sea Zone
                  1 fighter moved from Norway to 111 Sea Zone
                  1 submarine moved from 124 Sea Zone to 111 Sea Zone
                  1 bomber moved from Germany to 111 Sea Zone
                  1 tactical_bomber moved from Western Germany to 111 Sea Zone
                  1 submarine moved from 117 Sea Zone to 106 Sea Zone
                  1 fighter moved from Holland Belgium to 110 Sea Zone
                  2 fighters and 2 tactical_bombers moved from Western Germany to 110 Sea Zone
                  1 bomber and 1 tactical_bomber moved from Germany to 110 Sea Zone
                  1 submarine moved from 108 Sea Zone to 104 Sea Zone
                  1 submarine moved from 104 Sea Zone to 110 Sea Zone
                  1 submarine moved from 103 Sea Zone to 110 Sea Zone
                  1 submarine moved from 118 Sea Zone to 106 Sea Zone
                  1 artillery and 3 infantry moved from Western Germany to France
                  2 mech_infantrys moved from Western Germany to France
                  2 armour moved from Greater Southern Germany to France
                  1 armour moved from Greater Southern Germany to France
                  2 mech_infantrys moved from Western Germany to France
                  3 armour, 1 artillery and 2 infantry moved from Holland Belgium to France
                  1 artillery and 2 infantry moved from Holland Belgium to France

      posted in League
      axisandalliesplayerA
      axisandalliesplayer
    • RE: 14L G40 Zigg (allies+11) vs A&Aplayer

      Test summary from TripleA, engine version: 1.8.0.3, time: 15:29:43

      posted in League
      axisandalliesplayerA
      axisandalliesplayer
    • 14L G40 Zigg (allies+11) vs A&Aplayer

      bid: sub in 98, inf in new guinea, 2 IPCs to Russian bank

      GL & HF!

      posted in League
      axisandalliesplayerA
      axisandalliesplayer
    • RE: [House Rules] Tactical Bombers and their use

      It does suck when the dice aren’t kind. But war isn’t just some scientific operation that you can calculate down to the T. Reacting to the differences in dice rolls are part of what makes A&A enjoyable. You can have two games with the same players where they use identical starting strategies and both games can be world’s apart in 3-4 turns depending on the dice.

      posted in Axis & Allies Global 1940
      axisandalliesplayerA
      axisandalliesplayer
    • RE: Find league opponents here

      Thanks for the welcome Gamerman01,

      And as far as the rest of the league.

      I’m your Huckleberry, just say when.

      FYI, how many posts do I need to be able to post an image? Tried posting one for the Huckleberry thing and no dice.

      posted in League
      axisandalliesplayerA
      axisandalliesplayer
    • RE: Operation Sledgehammer

      I think they’d have managed to hold on for some time, but eventually the Germans would have overwhelmed the invasion and forced another Dunkirk or captured the entire invasion force. The allies simply didn’t have the resources they needed at this point in the war to try something like this and have a chance of victory.

      All those allied infantry in such an invasion would’ve needed to hit 2s for several rounds running to have a chance.  :-D

      posted in World War II History
      axisandalliesplayerA
      axisandalliesplayer
    • RE: Surrender of Japan

      Japan had already been seeking a conditional surrender and tried going through the Soviets to achieve this peace. The Soviets rebuffed them since they were already planning on going to war with the Japanese themselves. Regardless, the allies had no intention of allowing Japan to set any conditions to it’s surrender.

      It’s hard to separate the nukes and the Russian invasion as they both happened inside of the Japanese information and decision loop. Part of the problem was how complete the destruction of Hiroshima was. This contributed to the slow and fragmentary reports that went up to the IGHQ. Japanese officials were still coming to grips with what happened and what it meant several days later when the twin blows of Soviet invasion and 2nd nuke landed.

      It does look like the Japanese were willing to continue fighting after Hiroshima, at least that was the initial reaction. Who knows what the decision ultimately would’ve been had the 2nd bombing and the Soviet invasion not happened so close to the 1st bombing. If Japan’s leadership had a couple weeks free of further shocks would they have stuck to a conditional surrender or war? No one really knows.

      The first bombing was on the 6th of August and the 2nd happened on the 9th. August 9th was also the three month mark of Germany’s defeat and Russia honored it’s promise to open up their war with Japan three months after the German defeat. One of the reasons why the Americans dropped when they did was because they were trying to force a Japanese surrender prior to the Soviet involvement. I don’t know if they knew the details about the planned Soviet offensive, but President Truman did not want the Soviets to reap the political clout and rewards they would if they contributed (however belatedly) to Japan’s defeat.

      So the Soviet offensive started on the 9th and the second bomb was dropped the same day around 11am local time. Coupled with the earlier shock of the first bomb and these twin blows were enough for the Japanese to surrender on the 12th.

      posted in World War II History
      axisandalliesplayerA
      axisandalliesplayer
    • RE: A&A Global Concerns

      I wouldn’t be opposed to playing a PBEM game against you as the allies so you can see all this stuff in action as I realize I wrote a ton and it’s a lot of information to absorb.  :wink:

      I can help you figure out how to play PBEM games on this site if you are interested.  :-D

      posted in Axis & Allies Global 1940
      axisandalliesplayerA
      axisandalliesplayer
    • RE: [House Rules] Tactical Bombers and their use

      @Captain-Mitchell:

      I play this map on TripleA and use “LOW lUCK” ,so I think TacB is very uesful,they almost make up 50% of my air force,without them,airforce’s ATK was very poor.

      LL and dice are VERY different game IMHO. You use different strategies and tactics with dice that you wouldn’t do with LL and the reverse is true.

      posted in Axis & Allies Global 1940
      axisandalliesplayerA
      axisandalliesplayer
    • RE: Mechanized Infantry for Germany

      @rjkesq82:

      I think Russia makes a lot of mistakes allowing themselves to be taken in several “smaller” battles when they would be best served in LARGE stacks of infantry for one final stand.

      Thoughts?

      Yes and no. They shouldn’t allow any large stacks to be taken out before Moscow. But I see no problem with making smaller attacks, ie 2-3 inf + air. Especially if they are over a factory, 2+ IPC terr, or kill German tanks. Stalling Germany from using a factory for a turn or two could have large consequences in the course of the war. Force them to build 2-3 turns from the front instead of directly onto the front. But Russia needs to be careful of how much they fritter their strength away, too many small attacks means they won’t have much for the big one.

      posted in Axis & Allies Global 1940
      axisandalliesplayerA
      axisandalliesplayer
    • RE: Mechanized Infantry for Germany

      Keep in mind aside from the actual attack on Moscow itself. Mechs are a much cheaper unit to use to trade territories with Russians. Russia can buy 2inf for 1 of those tanks which makes trading terr a very expensive proposition for Germany. Granted they do start out with quite a few infantry near or on the Russian border. But they won’t be around forever. And sometimes it’s worth it for Germany to send mech/arm + air ahead to capture a factory (Ukraine or Volgograd) even if Russia has a counter in place somewhere.

      posted in Axis & Allies Global 1940
      axisandalliesplayerA
      axisandalliesplayer
    • RE: A&A Global Concerns

      US Europe
      This one is a trickier proposition than the other countries. US has to balance both the European and Pacific theaters. Too little US help in either theater can easily mean an axis win no matter how well the rest of the allied countries were played. The balance could be 3-4 turns focus in one front to tilt the odds in the allied favor before switching to the other front. Or it could be split between both. US needs to pay attention to the map as a whole and project what the situation will be in either front turns and turns in advance. The odds can quickly tilt in the axis favor and the US needs to be able to read the situation and put the cavalry in motion early since it’ll take a couple turns for them to get to the front. You can’t predict a dicing or a huge mistake/oversight, but do the best you can to see everything else coming.

      For the European side of things you’ll need transports to land troops. But more importantly you need a fleet to cover those transports. A British air base in Gibraltar can really help US get the fleet protection they need. US fighters can land there a turn after being built and they have the reach to go all kinds of places from there, same with any fleet based off of Gibraltar. An early target for invasion should be Norway. It’s separated from the rest of the German forces by water, it’s an IPC swing of 11 (-5 NO bonus for Germany, -3 terr income for Germany, and +3 terr income to US) , and the US can put a minor and maybe an AB or NB as needed.

      Finland is right next door and is another place US can lay down a factory. Being able to produce 6 units a turn that close to Germany can really hurt the axis. Also, allied fighters in Norway (with an AB) or Finland can reach Moscow in one turn. If Moscow’s in danger of falling, US can lay down up to 6 fighters a turn and get them to Moscow the next turn. If Moscow’s already gray, than Novgorod can potentially be captured as it isn’t far from the US position.

      Landing directly into Normandy is a little riskier as German factories can build units right there and it’s not as big of an IPC swing as Norway. But it has the added benefit of already having a factory present and the protection of allied air scrambling from London to protect the fleet. This could be a major consideration if the Luftwaffe is still going strong.

      Another way the US could impact the European front is just convoy raiding any axis terr in Europe that you can while concentrating in the Pacific. You can set this up with subs so the US will still have a big impact in Europe without having to commit fresh ground forces each turn. Norway, Normandy, S. France, Italy, and the Balkans can all be raided. This generally will affect Italy a lot greater than it will Germany. But it’s something to consider. Mix it up by raiding Italy to death while invading Norway and/or Normandy.

      US Pacific
      In the Pacific the US needs to build up a strong enough fleet to go toe to toe with Japan. The best defensive fleet mix is a carrier + 2 fighters, 4 hits to take with 10 punch on defense. So get working on building those up. But don’t overlook the need to get destroyers as fodder and ship blocking. Add a couple subs to the mix for taking out Japanese blockers and raiding. US doesn’t need many transports in the Pacific, leave that mainly for the Aussies.

      A common mistake that people make with US is moving their fleet up to soon. I’ve done this myself countless times and it sucks. And it sounds like your US players have made this mistake in your games. Japan starts with a larger navy than the US and has a MUCH larger air force. Japan has 21 air units at the start of the game. And they will make mincemeat of any allied fleet that gets too close too soon. Until the US has the ability to at least turn any massacres into an actual battle, just keep your distance and keep consolidated.

      Hawaii and/or Queensland are common staging grounds for the allied fleet in the Pacific. Queensland is my personal favorite early on as it threatens each of the money islands. Don’t forget that the Japanese might still be able to kill an allied fleet even if you stay out of range of his ground based air. This is where ship blockers come into their own. Subs don’t stop ship from passing through a seazone, so destroyers are your cheapest blocking unit.
      Worried about the Japanese annihilating your fleet? Ship block them with a dd. Based your fleet in Queensland and worried about Japan taking Hawaii? Throw out a blocker in sz25. Plus it keeps any builds from the west coast safe as they move south to join the main allied fleet. Don’t have any transports and want to ensure Japan doesn’t take the islands? Throw out blockers. Worried about a Japanese invasion of India which you can’t hold against? Throw out a blocker and buy another turn to get reinforcements there.

      The war in the Pacific can literally be won by allied blockers stopping or slowing down the Japanese advance. This is especially true if US has split it’s money or is putting the bulk into the Atlantic. Plus it encourages Japan to go after them which exposes their forces to attack in turn. If it’s an air only attack on your destroyers, you’ll get some hits on his air and start whittling his trump card. If he sends a ship+air, than you can kill his ship(s) on your turn. Death by a thousand cuts. Keep draining his forces, whittle him down, and force him to replace losses instead of building up.

      Generally speaking US can better afford to replace losses than Japan can. US has a greater economy and Japan has to balance naval builds with ground units to contest Asia/take India. Because of this don’t be afraid to lose your allied fleet if you can expect to trade close to 1:1 with Japan. You can build a new fleet pretty easily. Japan has so many direction they need to go that it’s tough for a cash strapped country to match the US builds. Just keep the European situation in mind before you trade fleets though. If Germany’s curb stomping and the allies desperately need US help in that theater than you need to make a choice on whether to trade fleets or not.

      If the USN can safely go to the Carolines than that’s where you need to go as soon as you can. If US takes it, than the Aussies can land 3 fighters onto the Carolines to add more defense. With that harbor, allied transports threaten the entire Chinese coast, Japan, Korea, and most of the money islands. And now you threaten any Japanese fleet builds! This really throws Japan on the defensive and can be a huge move. As it can free India to turn it’s attention west if Japan withdraws to Sz6.

      If US is looking to go offensive; subs and bombers are a pretty lethal combo. The subs will serve as your fodder and the bombers can give you that extra punch you need to tear through the Japanese fleet. Fleets are stronger on defense than on offense, so you’ll need a numbers advantage in ships or back up your fleet with a large ground based air force if you go toe to toe with a defensive Japanese fleet. And once Japan has been beaten back it’s time to buy subs, subs, and a couple more subs.

      Unless Japan makes a mistake and leaves Tokyo open, don’t plan an invasion of Japan. Just raid them to death and let any ground forces in China (if they’re still alive) wither on the vine while US focuses it’s attention on Germany. Subs will raid pretty much everything in Japan’s economy which means India and China should eventually be able to kick the Japs off the mainland. If you can, sometimes a minor in Korea or French Indo is possible. Depending on the strategic situation, it might be worth doing. Factories in either/both spots have helped me win the war before.

      posted in Axis & Allies Global 1940
      axisandalliesplayerA
      axisandalliesplayer
    • RE: A&A Global Concerns

      UK India
      Along with China, India’s job is to contest the Asian continent. In view of this, never buy ships! They’re really expensive and India is too vulnerable to a Japanese invasion by sea to buy something that can’t be used to defend India itself. Early on India should mainly just get infantry and some artillery. If Japan doesn’t have many transports afloat and US is contesting the ocean, than you can switch to getting a couple of tank/mechs and some air in the later rounds. Never let Japan take and hold Burma, because once Japan has it, odds are India’s going under soon and you probably won’t be able to retake it if you give Japan a chance to stack it’s air there. India can help keep China alive by pushing into Yunnan and helping to hold the road. Don’t send too much of your strength out of range of India as long as Japan has a viable threat of sea invasion. Once Japan’s neutered, sending Indian mech/arm/air to the middle east and/or Moscow can be HUGE.

      China
      China is like a cockroach, they’re really hard for Japan to kill off. They also have a nasty habit of getting back into things even once they’ve been completely eradicated. Soak up as many Japanese ground pounders as possible. Hold the road as long as possible. But once Japan moves close to you, fall back to your western border. Get away from his sea based air and force Japan to come after you. If Japan sends enough to finally kill you (for now) than likely India has the breathing room they need to fort up and hold the Japanese off. If not, then China can become the cancer that weakens the Japanese empire.
      Usually infantry suck on offense and are better suited to defense. And I’m not saying that you should ignore the defensive possibilities of a stack of Chinese infantry in the interior of China. But the Japanese have a large air force that can smack your stacks silly with only a couple ground pounders. 2 attacking infantry have about 60-65% odds against a defending one, 3 can take on 2. Kill the Japanese units that come after you and you force Japan to keep sending new units your way. This is Japan’s weakness. They can overpower any one country, but only if they turn their backs on the others. Take em down like a wolf pack would take down a bull bison; distract them to death and nip in when you can take out small chunks.

      Anzacs
      While China and India deal with the continent, the Aussie’s mission is to pair up with the US fleet and contest the islands. Between the US and Aussies, you should try to keep at least 1 transport in range of the four money islands. They’re worth a huge amount of money to both sides and Japan needs them in their hands if they want to have any hope of winning. As long as the US has a large presence in the pacific you shouldn’t have to worry about Japan trying a direct invasion. Keep an eye out for it just in case. But usually you can focus on buying transports, troops to load them, some subs/dds, and the occasional air unit. Force Japan to keep sending troops and transports to the islands. Kill any Japanese transport you can and just your best to keep at least one of the islands out of Japanese hands. Convoy raid with subs whenever possible, especially if Japan has no/few dds in range. And then team up with US to kill any dd that went after the sub, preferably with another sub + air for more convoy raiding. And don’t overlook the need to ship block if Japan can kill the Aussie/US fleet.

      posted in Axis & Allies Global 1940
      axisandalliesplayerA
      axisandalliesplayer
    • RE: A&A Global Concerns

      rjkesq82,

      I’m going to throw out a couple of things for you to consider from the allied perspective, take what you will from it and keep in mind that you can’t follow a single winning formula for each and every game. There are way too many variables for that, one of the reasons why Global is such a great game. The axis do have an early advantage. The longer the game goes and the worse their chances become. Turn 7 is usually a turning point of sorts. Generally it’s when the axis have reached a high water mark. If they’re in position to win that turn or shortly afterwards, than they’re sitting pretty. I don’t have any data to back me up, but it’s what I consider to be the key turn; second only to the first turn.

      UK London
      The top two priorities should be keeping London tan and neutralizing Italy. 6inf, ftr buy for London is generally enough to dissuade a SL attempt by Germany. Keep in mind there is NOTHING London can do if Germany makes the right moves/purchases and is willing to absorb the losses that a London capture will entail. The best you can do is to make it hurt Germany and take out as many units and especially air with you.
      As far as Italy goes, UK should move to take Persia on turn one and then take out Iraq on UK2. Then put a factory and maybe even a 2nd on one of those two terr in the first 3 turns. UK has a great shot to kill the Italian fleet in sz97 on UK1 (fleet + tac in sz98, ftr from Malta, and bomber from London). I usually take the hits on the carrier and land the air in Malta. If Germany flies in a ftr/tac to scramble, than UK will need another fighter. The fighter from Gibraltar can reach as well as both fighters in London. Usually I send the ftr & cruiser off/in Gibraltar after sz96. If the dice are good, you can easily kill 2/3rds of the Italian navy in the first round.
      After that, just pump units out of the middle east factory(ies). The great thing about them is units built there can reinforce Egypt, India, or Moscow depending on which one is under the greatest threat. And they (the ICs) make a great linchpin for a forward defense of Egypt if Moscow falls (Axis still need 1 more VC if they have all their originals, Paris, and all of Russia’s). Indian troops can get to the ME quickly as long as Japan has been neutered and can’t threaten India. Germany will have a hard time getting through that defensive position as long as both India and London are sending troops there and if US is committed to the Atlantic.

      Russia
      Russia’s one goal is to buy the allies time. The longer they stall the Germans, the worse the axis chances of victory become. So for Russia, discretion is the better part of valor. Keep falling back on your capital and ensure that none of your troop stacks get cut off from Moscow. This means giving up the defense of Novgorod quickly if the Germans start pushing in in strength.

      If Russia can make a stand somewhere outside of Moscow (maybe Bryansk or very rarely Belarus) then do so. But fall back if you don’t have the odds. Don’t let Germany defeat your stacks in detail! Mainly stick with some infantry purchases, but don’t overlook getting a handful of offensive units to force Germany to respect your threat and stick together. If you can trade Ukraine/Novgorod with Germany to delay any builds out of there, than do it.
      Don’t be afraid to kill any small groups of Germans in a terr if you can manage it, especially if they’re tanks. But try to protect any tanks you have with your main body. Russia by itself can stall Germany for at least 6 and maybe 7 rounds without allied help if they play smart and don’t get diced somewhere. Especially if Germany’s just tank rushing you. Throw in British help from the middle east or US landings in Europe and it’s possible to never lose Moscow. If Moscow does fall, it’s not the end of the world though!

      posted in Axis & Allies Global 1940
      axisandalliesplayerA
      axisandalliesplayer
    • RE: Find league opponents here

      I’m looking for an opponent or two for a league game. I’m familiar with triplea and PBEM games and am an experienced A&A player.

      posted in League
      axisandalliesplayerA
      axisandalliesplayer
    • RE: Find Opponents Here!

      I’m looking for an opponent or two for a league game. I’m familiar with triplea and PBEM games and am an experienced A&A player.

      posted in Find Online Players
      axisandalliesplayerA
      axisandalliesplayer
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