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    Posts made by Blitchga

    • RE: AA gun new territory…?

      As previously stated it can only move in the non-combat phase. As for taking a neutral I would say yes because you bring friendly neutrals under your control in the non-combat movement phase.

      posted in Axis & Allies Global 1940
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      Blitchga
    • RE: Old planes - new carriers

      Yes you can. Move your existing aircraft over the sea zone that the CV is about to be built in and then land them on the newly built carrier.

      posted in Axis & Allies Global 1940
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      Blitchga
    • RE: Germay can force Sea Lion turn three!

      My worry with this strat is that if the luck goes bad on G1 then you can put yourself in a bad position against Russia, something that Germany and the Axis as a whole cannot allow. They must bring a near perfect game to pull off a win. Otherwise it would be interesting to try a couple times on an unsuspecting opponent in order to switch things up a bit.

      posted in Axis & Allies Global 1940
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      Blitchga
    • RE: Challenge

      Just thought I would say that I have now experienced an Axis victory! haha it is about time. Starting to look like there are certainly things that work but you just need to think a little more abstract and find those niches to exploit. I can try to write more later when it is not so late.

      posted in Axis & Allies Global 1940
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      Blitchga
    • RE: Transport questions

      @MarkVIIIMarc:

      To clarify: if i attack a territory and suffer greater losses than i expected i can move additional land units in during my movement phase to help defend it?

      Yes that is right. So long as you won the battle you can move in further troops to defend it on your non-combat move. Aircraft, however are excluded as they must land in a territory that has been controlled by you or an ally since the beginning of your turn.

      @MarkVIIIMarc:

      Also, a transport can not move then pick up a unit, the transport must start off in the same sea zone as the units it intends to load?

      Actually a transport may move, pick up troops and either drop them off or move again and drop them off. Once a transport unloads though it must stay in that sea zone until the following turn.

      posted in Axis & Allies Global 1940
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      Blitchga
    • RE: Can us and uk share sea zone before US is at war?

      Remember that while they can move into these sea zones it does not mean that they may land ground units. They must wait to land ground units until they are at war.

      posted in Axis & Allies Global 1940
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      Blitchga
    • RE: Can us and uk share sea zone before US is at war?

      Keep in mind that does not mean that if Italy or Germany attacks that sea zone that they are attacking the US ships unless they specifically state so. In other words you can protect your British ships with an invulnerability field from US ships. haha

      posted in Axis & Allies Global 1940
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      Blitchga
    • RE: Challenge

      @zooooma:

      Stop right there!  Germany should build a carrier and two transports G.1 UK must build in UK or they’ll lose their capitol.
      See my Sea Lion thread.
      http://www.axisandallies.org/forums/index.php?topic=20360.0

      I have done this one of the first things our group has tried and it has one fatal flaw. If the dice go bad as Germany and you lose a couple fighters then you have already conceded the game because You are out of position and Britain will not need to bring the fleet back which means that Taranto happens and you do not have enough to push into Russia with. A good Russian player will make you regret not spending a huge portion of your money on them. If Russia falls before even turn 10 then the Russian player is not playing properly and deserves to have their capital taken.

      @zooooma:

      India should fall turn three.

      Pray tell how you do this without giving ground against the USA/ANZAC. As a USA player should not be spending 100% against Europe unless they want to lose the game. I Usually take India between 6 and 8 with minimal losses and ANZAC, China, Russia and USA Neutered. Subs can force the Anzac to enjoy 3 or 4 in income a turn and a 1st turn Manchurian factory will hold the Russians until you decide to push. China can easily be managed with men coming from French Indo China and the extra men you offload to mainland on J1 and J2 with transport fleet before invasions of the south pacific.

      posted in Axis & Allies Global 1940
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      Blitchga
    • RE: Challenge

      @bugoo:

      These are just generalized suggestions, you should speak a bit more on what the allies are doing to win the games.

      I suppose that would be a great bit of information. They are doing a number of things. First of all three units a turn hit Union of South Africa as it is a crap shoot in Africa otherwise. The British player takes his single infantry from Western India and moves to Persia and then Attacks Iraq with a couple Indian planes and the three infantry. First turn they do the Taranto raid and also take the transport with a man and artillery or tank and man to attack the Ethiopian Italian garrison before it can accomplish anything. Move your transport with tank and man from Canada to South America and take Brazil the second turn. Now move those units into the south side of the Saharan desert (out of range of Italian and German air and sub power.)

      India produces as many men and artillery as they can with almost even numbers (favouring infantry slightly but not much) and this allows them to work with the Chinese to often allow for the Burma road to be open for several turns. ANZAC and India will attack on round 2 if the Japanese are not covering themselves thoroughly.

      The Russian player usually pulls six far east men back and pushes four to six artillery out there instead. The six men come back to garrison China when needed or all the way to European side. The Russians always expand the air force with 1 or 2 planes (fighters or tacs) and lots of men and artillery. Your supply lines are shorter so buy those cheap men and art to provide you with an economic bonus.

      USA makes a holding move in Hawaii but on land only. It is easy to make it nigh invincible with men and planes. Once the Japanese have moved elsewhere build those $15 carriers on those islands and island hop like a king. Produce a fleet of Destroyers, transports and subs. Use cruisers and destroyers in the Atlantic to safeguard those transports and allow for maximum firepower against those landings in Africa and/or Europe and Scandinavia when the time comes.

      As the Allies above all else, HAVE PATIENCE. Our Allied players (myself included when it happens) play the game with time on their side because IT IS. Do not allow yourself to make brash decisions that leave men or equipment to dry.

      The Battle of Britain. I should also mention that some of our allies will push out a bomber a turn with US AND Britain in order to force Germany to deal with bombed out factories or buying planes to defend and ships to defend that navy that is safe from virtually everything except bombers. If Germany does use fighters to help defend then use the RAF (which is often bolstered in the early turns) in order to keep those interceptors heads down while you bring overwhelming fighter superiority since the German Luftwaffe torn between east and west.

      I could go on but I wouldn’t want even more allied victories to be popping up now! haha

      I will try to elaborate on my most recent game as axis where we just might see our groups first axis win! Finally the experimenting is paying off!

      posted in Axis & Allies Global 1940
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      Blitchga
    • RE: Challenge

      @Arminius:

      You really player a dozen games of AAGlobal ?

      That I have,  I have been lucky to get some time off that coincided with the release and while my wife did not have time off.  :wink: That is probably the most important part. What was more is that a friend of mine had some time off as well when his wife was on a trip. Needless to say between that and the regular games we have pushed through quite a few games.

      As for the strategies: I have so far found that a selection of factories has proven most effective. For Japan a Manchurian on J1 and a French-Indo on J2 (both minors) Then the Germans build a Major in Romania on G1. (yes this can hurt the Italian fleet but has proven more effective in the long run.) Italy and Germany need a sub and bomber force to keep the British at bay and bring down that seemingly impenetrable British income (at least compared to other games as a good Brit will never allow Italy to go further than Egypt and even then wrestle it away from them.) The subs are great for Africa, South America and Britain. (Yes South America, allowing the US to take it is beyond ridiculous and only a push over British player will allow the USA to talk them out of it once they have seen its glory and allowed those troops and income to go where it is needed.)

      posted in Axis & Allies Global 1940
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      Blitchga
    • RE: Favorite Power?

      I love playing Japan, their thriving expansion is one of the hardest things to balance properly but if done effectively you will rival even the massive arsenal of democracy (USA) and take Asia for the Asians! (minus the Chinese of course)

      posted in Axis & Allies Global 1940
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      Blitchga
    • RE: What am I missing vs. America?

      I have to jump on the delay game here. The USA will often pull themselves out of position in order to get to the battle quicker, this will work to your advantage and make sure you always have traps set with forces come from multiple directions to converge on their transport fleets or landed troops to either sack the reinforcements (transports) or push them off the beaches. Delay, delay, delay is the absolute best advice I think there is against the USA.

      In large part it will also depend on how the USA player is playing. If they go all in on one side then make them regret it. This will especially come into play with Japan as players sometimes go all in against Europe. Try to pose your Japanese to hit either the USA OR ANZAC or Indian troops. Harass the USA with subs and landing forces if they ignore you. Also above all else make their allies scream bloody murder for the USA abandoning them. The faster you can take out the USA allies, the less often the USA will try this strategy.

      posted in Axis & Allies Global 1940
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      Blitchga
    • Challenge

      Here is my problem and my I cannot seem to find any concrete effective strategies that are not playing huge luck games with the Axis. Our group has not seen the Axis win yet in roughly a dozen games. This is as you can guess quite alarming. I am reading about people winning as the axis which has been leading me to wonder whether they have seen something we have missed as the axis or if their allied players are just not as sharp as ours. As such I am hoping that people could give me some strategies with Germany and Italy. This is where the majority of our problems are occurring. Japan can become almost as big as the US but we have been wondering if that is enough to actually win.

      Regardless we are hoping that people could express all of their Axis strategies in as much depth as they are willing. We have tried, Major industrial complex in Romania, Yugoslavia minor, subs to stall Atlantic, large transport force in the Mediterranean, Inf/Art combos against Russia, tank/mech combos against Russia, Factory in Egypt after taking it… we can simply never seem to stop the Allied advance.

      Looking forward to some brain storming.

      posted in Axis & Allies Global 1940
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      Blitchga
    • RE: Which would you rather have a mech inf and tank or 3 inf and 1 dollar left over

      @oztea:

      2 INF 1 ART

      Same price….more punch

      My standard combos are

      1 Tank 1 Mech = 10
      2 INF 1 ART = 10
      2 INF 1 ART 1 Tank = 16 (2 Transports Loaded)

      Sounds pretty standard to the way that I play as well. I love Inf / Art combos.

      posted in Axis & Allies Global 1940
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      Blitchga
    • RE: Russia and Japan start at war.

      @Ragan:

      Not to mention that Russia essentially got one of their bonuses for being at war. :mrgreen:

      Only if you bend the rules in favour of the allies. Russia only gets their bonus when at war with European powers. Seems fairly obvious to me to me that is the way the rule is and was certainly intended to be. Not to mention I know that this claim was backed up by Krieghund in another thread.

      posted in Axis & Allies Global 1940
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      Blitchga
    • RE: I got beat by the Axis

      I am thinking this is exactly what needs to happen. Use the cheap inf/art tobegin the push, it has worked well for me so far but I have also found it lost steam, I think because of lack of reinforcements. My thoughts have been to build a Romanian factory or upgrade Berlins in order to get those reinforcements their faster.

      As for dealing with the Atlantic, I believe that you need the cheap subs combined with the Luftwaffe in order to do the same type of attack, lose the cheap subs while bringing the power through the use of a mighty Luftwaffe. I am anxious to try this again with the forward factory to bring in the reinforcements

      posted in Axis & Allies Global 1940
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      Blitchga
    • RE: Alternate setup by Larry Harris?

      Skinny1

      Maybe others can help me out here with a clarification but I am pretty sure all of the changes are for the AAP40 game and none are for the AAE40 game. Therefor for your comments about not buying a game full of errors are completely unfounded as the new AAE40 game is error free. Hell you even get enough game pieces to play the game properly.

      As well I find the tweaking of AAP40 to be tediously unnecessary. How many people really play JUST the Pacific game now that we have the global? The Global game fixes all of the unbalances that Pacific had in it….

      posted in Axis & Allies Global 1940
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      Blitchga
    • RE: How is the US in global?

      I played Japan last weekend. I didn’t have too hard a time, however I tend to play a very anti-US strategy. Therefore I was able to manage them as well as I had been able to in the Pacific game. I even had him spending more on the pacific side. Russia was actually what tended to throw me off because I had to constantly be prepared for a potential invasion until it was my time. Luckily I had set a trap and Russia invaded Korea, allowing me to trap him between my navy and land forces.

      If your looking for more specifics then let me know, otherwise that should give you a slight idea as to what to expect.

      posted in Axis & Allies Global 1940
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      Blitchga
    • RE: Dealing With the Italian Fleet and Securing Africa

      Oh the long debate over Brazil. I disagree with its existence entirely. It is a waist. Lets wait for a second and compare costs. You are moving three units so you need 2 transports. So you already have two. Now I am going to suggest that you walk your units from US East coast into Panama. Now have two transports pick them up and drop them in Brazil. Now use your other two transports to pick them up from Brazil and land them into Africa. It costs you a dollar less and unless the Germans or Italians have bombers in Morocco then the transports are free to run without defense. Same as having a IC in Brazil.

      posted in 1941 Scenario
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      Blitchga
    • RE: USA spreading out in both pacific AND Atlantic.

      I too tend to like a balanced game and ever since I developed a hell of an aggressive posture towards the US with Japan my gaming group has started to copy it. What I have therefore found is that getting Torch going is key and then focus on the Pacific. With a small force of one AC a couple destroyers and a cruiser or two if you can afford it will allow you a devastating force into Africa. Your transports can move to the coast of Canada pick up fresh US troops and return to North Africa in a single turn. Hardly anyone seems to realize or utilize this. This allows two transports to pump a lot of fresh troops into Morocco and force the Italians to continually move here to retake their NO. You can then focus your efforts on the Pacific. Build that air-force initially as it helps you to build your navy and keep the IJN honest. Retake your bonus and/or the British bonus as soon as possible. If only to force the IJN to retake islands and buy the allies time.

      I wanted to mention that we do not play with a bid but have made a couple rules to help balance things.

      1. Chinese infantry are allowed to defend on 3 when on any non-coastal territory. This allows them to stay around a lot longer and often causes the Japanese to not take them out entirely without really pushing for it. We also give the Chinese another infantry with their fighter to ensure it does not get killed off on J1.

      2. Russian Trans-Siberian railway. During the non-combat move for the Russians they may move their land units two territories along a chain of territories to the east. This helps them get the men out there when needed without having to be a few turns ahead of the Japanese, this allows them to keep their men west for as long as they need them.

      3. The straights. We play with the non-passable straight through Turkey to either side. This significantly helps the Russians. We also play with one that allows control into and out of the Mediterranean for whoever controls Gibraltar. This one is fun as it encourages a lot of fighting and build ups in Gibraltar which can often then be used by the allies to perform a strong push in Europe or Africa by using some of the built up troops. The last one favours both the British and Germans by closing the Baltic to whoever controls NW Europe. This can protect both fleets and encourages fighting over this other wise less strategic territory.

      4. we have been experimenting with putting the Gobi desert in which does not allow movement between Russian and the back of China. This so far is proving well but has not received enough play testing to offer conclusive arguments. However, I will say that the Japanese have been less Leary to clean out defense 3 infantry from a dead end that they must then walk back out of.

      posted in 1941 Scenario
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      Blitchga
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