erverybody just says ‘take middle-east and egypt’
yeah, if it was that simple i wouldn’t be asking it here…
and taking gibraltar first round is quite useless, cause you do not control greece yet.
Posts made by Bigtiti
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RE: Italyposted in Axis & Allies Global 1940
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RE: Italyposted in Axis & Allies Global 1940
you can land forces on algeria, morocco and gibraltar at I2. gives you twice the north-africa bonus, accompagnied by their IPC’s. i think it’s worth it, because a) the allies need to take back those territories, buying a bit of time for the axis and b) the bonusses mean the axis will have had more income from those territories than the allies.
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Italyposted in Axis & Allies Global 1940
hey. i need some advice with italy. i still play the true version, alpha 2, but i guess alpha 3 is almost the same thing, except weird russian bonusses (?)
should italy focus on western mediterranean (so algeria, morocco, gibraltar) or on the eastern part? (airbase in greece I2, landing in syria and taking iraq). i dunno what to do. perhaps even break out of the med (land in french west africa?) or even take egypt (is it even possible?)
please, post some ideas and/or advice, for global as for europe. thx -
Axis biasedposted in Axis & Allies 1941
so is the game axis biased or not? i think people have been playing the game by now, so i would like some opinions…
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RE: Strategy for short victory conditionsposted in Axis & Allies 1941
if russia takes manchuria, even with 3 inf and tank, moscow is dead g2, max g3. German forces could go to London… but i think they’d rather spread out. so when they take china, they can help the japanese keep their mainland territories. using the IC in caucasus they can also attack the middle-east and the commonwealth.
It’s nice idea, but i think russia needs everything it has to buy time.
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Reports?posted in Axis & Allies 1941
so, who has the game and would like to share some new things about it with us?
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Quite funnyposted in Axis & Allies 1942 2nd Edition
if you compare the 1941 and 1942 map, the 1941 just connects territories of the 1942. and all of us were thinking some territories in 1941 were very badly divided (china, siberia). but the borders are actually exactly the same…
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RE: Is China at least 3 territories?posted in Axis & Allies 1942 2nd Edition
china can be wiped out in 1 round…
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RE: Is China at least 3 territories?posted in Axis & Allies 1942 2nd Edition
What about these other territories, are they split into something that makes sense?
(Finland/Norway split into Finland & Norway)
(A territory between Libya and Egypt)
(A territory between India and French Indochina “Burma”)
(Extra territory between Soviet far east, and Moscow)haha, nice guess or did you already know?
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RE: What Do Do With French Units (F1) That Survive German Attackposted in Axis & Allies Global 1940
i still love alpha 3…
i think alpha 3.9 isn’t finished yet…
and it means absolutely no sealion, which makes te game so much fun (barbarossa or sealion) or the british build-up at malta… -
RE: Preview: Game Setupposted in Axis & Allies 1941
that does mean giving up moscow in a very near future. those 3 inf and tank are vital.
for the rest; i agree. it seems game is made to go KJF almost every time :( -
RE: Battleplansposted in Axis & Allies 1941
@Frontovik:
german battleship can’t reach british battleship. so you can easily use bomber in egypt then ^^
German battleship is 2 spaces away from UK battleship so it can reach.
Assuming you can go south of sz6 between Scotland and Ireland
assuming or presuming?
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RE: Battleplansposted in Axis & Allies 1941
@Imperious:
German revised opening moves:
Builds: 4 Infantry or 2 infantry and 1 tank. ( place all in Germany)
Western Front:
Goal: Kill the most costly assets with the minimal loss from counterattack.- Attack SZ 8 with: Battleship and sub from Baltic, and sub from SZ 5.Also, bring in Bomber from Germany. ( 4+2+2+4 vs.4+1) 12 to 5 or 2:1
- Attack SZ 15 with 3 fighters from Western Europe, Southern Europe and Germany. (3+3+3+2+2 vs. 4+2) Alternate is leave DD in SZ 16 to protect AP, making it 3/3/3/2 vs. 4/2 nearly 2:1 attack
- Optional attack: bring AP to land 2 men in Egypt and bring in tank in North Africa and fighter out of SZ 15 attack: 3/3/1/1 vs. 2/2/4Â 8 vs. 8 ( not advisable)…Note: you cant bring in Bomber or you lose battle #1.
- NCM –AP drops off 1 man and 1 tank in North Africa, plus land three fighters for defense. AP position will depend on what happens to attack on SZ 14 ( either 15,16 or 17 depending on outcome of battle)
- NCM --Move 5 infantry to France, Bomber lands in south Europe…attack on Egypt is G2 plan with all air and 4 Infantry, then air units go to Eastern Front.
Notes: If the UK player clears the German SS and DD in SZ 14 ( assume they bring in 1 fighter and 1 DD),UK can bring 2 tanks, 1 bomber, 1 fighters, and 2 infantry to North Africa, but they lose the transport and 1 fighter ( left in Egypt) and factory in India on G2 if they try that. The battle will be: 3/3/4/3/1/1 vs. 1/3/3/3/3/3 which is 15 vs.16. Â Note: setup picture does not have one additional German tank in North Afrika.
Eastern Front Soviet notes:
Goal: Make the Soviets defend everywhere and nowhere.Threaten karelia, West Russia, Caucasus at same time and latter kill them by land grab.- Note: Russia builds 2 units probably 2 infantry, or 1 Artillery and 1 infantry. ( they place in Caucasus and or Moscow).
- Soviets will most likely attack West Russia -option #1- and or Finland with West Russia as- option #2.
- West Russia only attack would be all units in range, except 1-2 infantry left in Karelia. Finland attack will be 1 fighter and 3 infantry. If they go all in at West Russia, all builds go in Caucasus.
This leaves Germany with taking Caucasus and or Karelia or risking a even battle against West Russia.
german battleship can’t reach british battleship. so you can easily use bomber in egypt then ^^
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RE: Preview: Rules Differencesposted in Axis & Allies 1941
All three games I played, there was trouble with the US going into the Pacific by the whomever was playing US just gave up and went to Europe.
If Japan goes all in on the Hawaii sea zone, the boats on the coast of W. USA are hosed the next turn. Even with an an aircraft carrier and fighter, they can’t win. Not only that, the US fleet can’t even run away! What the US does depends on how Japan plays and Japan can decide to keep the US out of the Pacific for 2 turns which in an eternity in this game.
Yeah, they could go blockade the states, but from where I’m sitting, as long as the US player plays it right then it’s the death of Japan. On US1, with a Japanese fleet of pressumably 1 BB, 1 CV with at least 1 fighter left and a transport in Hawaii (I think moving the british sub up to Hawaii on their turn is a good idea, maybe get a pot shot off and sink the BB or something with their ability, which even further reduces this fleet) you can hit that with 3 fighters, a bomber and a sub (if you really want you could try to retake the island and thus stop japan from bringing in that bomber on J2, but that seems to risky). Even if you fail to win, that attack has probably crippled the Fleet there, and when Japan comes a knocking with the rest of their fleet…so what? They take some more casualites and the entire pacific is wide open to a British navy with the ability to plop down a constant stream of units in two seperate locations close to home, and America will eventually sink that fleet sitting in San franciso Harbor.
Japan has to rely on some super lucky die rolls in those high stake naval battles, and maybe taking India or Australia early. But most likely, like their Russian enemy, they are in fact just screwed, ment to balance out the Russians being screwed…and I will have a blast leading every Banzai charge :). Man, I really need to get my hands on this game.
who would send entire jap fleet to hawaii? it can get trashed there… i think 2 figs and bomber are better option. then you can use transport to save whatver you can from mainland (southeast asia, china, manchuria, whatever got attacked or needs attacking).
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RE: Any chance for allies to win?posted in Axis & Allies 1941
germany can easily take moscow, but japan can be smacked down harsh and brutally. the british fleets die, taking japanese fleets with them to the grave. they play first apparently…
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RE: Preview: Rules Differencesposted in Axis & Allies 1941
Not just boats, but freaking Battleship :evil:!!! Only if you wanted to screw yourself over though.
To me it looks like Russia’s weakness is being balanced out by the fact that japan will have a tough time and be worn down quickly. If Britian keeps that australian transport alive, it can wreak havoc the next turn, dropping on Boreno or east indies and denying Japan that much needed income. With only 2 starting transports Japan has to pick and choose those opening to get the most income possible, which is why I’m pushing for an early Russian blitz into manchruia, means japan has to move air and troops to mainland if it wants it back, but then that makes it harder for them to push into the south pacific and get that ungaurded income. But if they don’t then suddenly they’re outnumbered on the mainland.
And a thing for the German player to consider, if that 1 sub in the atlantic takes out that Lone US transport, then America, by sheer convinence, is pushed towards a Kill Japan first policy until it can get that atlantic coast set up again.
thought the same thing, I completely agree.
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RE: Preview: Rules Differencesposted in Axis & Allies 1941
england going before japan sounds bit weird :/
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RE: Battleplansposted in Axis & Allies 1941
@Frontovik:
england going first (before japan) would be quite interesting, but i have little hope. i think it’s the turnorder of the AA50-41 game.
No, Djensen said the turn order was like in Classic and Revised: Russia, Germany, England, Japan, USA.
Just realized something else about this game: NO Anti-Aircraft defense. Now you almost never have to risk your planes, especially in land battles.
sure? sounds weird…
japan attacked first, and didn’t get attacked. true thing about the AA gun. -
RE: Battleplansposted in Axis & Allies 1941
@Imperious:
UK first turn:
Builds: 4 Infantry ( place mostly India if not all)
Combat moves:
1)UK SS to Hawaii, forcing Japan less options against Hawaii. With any luck, the balance of US forces can exchange off a go large attempt from Japanese which favors a nation with more income.
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AP from SZ 33 to SZ 28 for flexible pickup to from India in future.
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1 fighter and 1 DD attacks Japanese Sub and DD.
Strategy in Europe depends largely on what success Germany has against UK fleet. Obviously consolidate fleet
england going first (before japan) would be quite interesting, but i have little hope. i think it’s the turnorder of the AA50-41 game.
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