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    Topics created by BigPapaSmurf

    • B

      My new house rules…for AA Pacific

      House Rules
      • • • BigPapaSmurf
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      knp7765K

      I really like limiting the Hawaii IC to two units max build.  I can understand the US getting an IC on Hawaii, but I always thought it was ludicrous that it had unlimited build.
      The India getting an extra infantry each turn can make it pretty hard for Japan to take India.  That’s an interesting rule that those free infantry can not be moved.  So basically, those are strictly for defense of India.  That might be an interesting rule to incorporate for all capitals, and even in other games as well.  Ever play a game of A&A and mistakenly left your captial undefended?  Now you would always at least have some infantry there.
      I am wondering about Rule #6b.  Why would you not let Japan build more than 3 subs per turn?  I take it that applys ONLY to building new subs, right?  Japan is allowed to have more than three subs on the board, right?

    • B

      R1(KGF)-West Russia only

      Axis & Allies Spring 1942 Edition
      • • • BigPapaSmurf
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      HobbesH

      @Bunnies:

      @BigPapaSmurf:

      Send 5 inf from Kar/Arch, 1 Artillery and two fighters to West russia and stack everything else in Cauc. Leave one Inf in Lenningrad and do your standard moves on the east end.

      Don’t you run into Germany taking Karelia and West Russia, and establishing a strong center position from which Russia cannot reclaim Karelia income?

      Bunnies is correct. G takes West Russia with units from BR/Ukr. Russia can retake West Russia but will only earn 27 IPC, not being able to contest Belorussia and Karelia. Germany meanwhile can build 5 inf, 5 arm on G1 and put some serious pressure to prevent Russia from stacking West Russia on turn 2.

      The main goal of the Ukr attack is IMHO to get the fighter,

      Cutting most of Germany’s ability to attack Caucasus is another big big plus.  If Russia lucks out on the Ukraine attack, Germany may either risk fighters on G1 on other targets to send a fighter to Ukraine, or may send valuable tanks to reclaim Ukraine.  Or if Russia lucks out at Ukraine, Russia may retreat to Caucasus to preserve its tanks/artillery.

      As equally as important as the fighter is to protect the Russian units on West Russia from being destroyed on G1. If you lose them, you lose any chance of contesting Karelia/Belorussia. Germany may also stack Ukraine like you mentioned, cutting off 3 IPC to Russia (plus the 2 from Belorussia) and both sides get into a war of positions that doesn’t favor Russia (i.e. the Allies better get quickly to help).

    • B

      My diabolical plan

      Axis & Allies Revised Edition
      • • • BigPapaSmurf
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      P

      @BigPapaSmurf:

      Ok so I finally found my Axis strategy,

      Germany

      Buy Battleship and Carrier round one, remaining rounds buy all tanks(until they arent needed). Russia may get all the way to Poland before being driven back but thats part of the plan.

      Save the plane in Germany for the carrier(the rules dont forbid using planes in combat landing them in Germany and then loading them on the built carrier, but I dont allow this)

      Ampibious assault Gibraltar, with the sub and battleship in tow(and french plane if needed) This prevents planes from the UK from hitting the south fleet on turn one.

      Re-take Ukraine if nessisary with minimal forces.

      Land all planes in France.

      Don’t waste attack material on Russia till you get the tanks in play, just slow their advance down.

      Leave the North fleet in port, destroy the russian sub with planes if it blocks.

      On turn two kill any boats which block the path of the two fleets to sea zone 7 with planes and minimal boats. This will allow your fleets to converge at 7 in the non-combat phase. Leaving you with a massive fleet of 2Bats/1Car/2Fight/1des/+1-3 subs, use this fleet and the land planes to waste any transports that are built. It should take the allies three hopefully four turns before they can get rid of your fleet and start buying transport materials.

      Japan
      1)Buy two factories, Secure two of the East Asia zones for your factories.

      2)Send all Asia Infantry to china with planes. Keep them alive to join the six tanks you are going to send through China each turn. If Germany holds off the transports long enough you should be able to overwhelm Russia on turns 5-6 with the aide of the first German tank waves… Obviously take any factory built in India and if America decides to build all out on the West coast then the Germans will have no trouble keeping Briton out of France.

      Sorrry no time to go into more detail.

      2

      this is an interesting idea but I have a couple of problems with it.  First off, what is the point? You can stop the allies from accumulating transports at first, but, what is to stop the uk from building an AC and a fighter and having the US land a second fighter on it.  There is absolutely no reason why UK should attack your navy at any point.  My philosophy on naval battles is that after like round 2 they are a really bad idea.  Which naval pieces attack better than they defend? None except for bombers.  If I thought your navy was super formidable I would buy nothing with uk on the first turn and then buy two carriers with planes.  The uk would be more than happy to trade blows on the defense in a naval battle.
      My second problem is the tank purchase.  Buying nothing but tanks will not allow Germany to take Russia even if you started on the first buy.  I have tried many times.  If you had your fighters available there would be a chance, but without fighters there is no chance at all.
      All and all I think this is a pretty good strategy though.  IMO Germany is doomed no matter what against an experienced allies player but this move would seriously throw off the usual ally strategies.

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