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    Posts made by captainhook

    • RE: Global 40 Alpha+2 - Noll vs capitanhook - game01

      Round 3

      A

      DiceRolls: 1@3; Total Hits: 11@3: (3)

      D

      DiceRolls: 1@2; Total Hits: 01@2: (4)

      posted in Play Boardgames
      captainhookC
      captainhook
    • RE: Global 40 Alpha+2 - Noll vs capitanhook - game01

      battle of iraq round 2

      A

      DiceRolls: 1@3 2@2; Total Hits: 11@3: (6)2@2: (2, 6)

      D

      DiceRolls: 2@2; Total Hits: 22@2: (2, 1)

      posted in Play Boardgames
      captainhookC
      captainhook
    • RE: Global 40 Alpha+2 - Noll vs capitanhook - game01

      Kwangtung retaken with loss of 1 mech.

      Battle of Iraq

      attacker 2 inf, 1 art, 1 arm

      defender 3inf.

      A

      DiceRolls: 1@3 2@2 1@1; Total Hits: 11@3: (6)2@2: (5, 2)1@1: (2)

      D

      DiceRolls: 3@2; Total Hits: 13@2: (2, 4, 5)

      posted in Play Boardgames
      captainhookC
      captainhook
    • RE: Global 40 Alpha+2 - Noll vs capitanhook - game01

      Battle of Kwantung

      Attacker 1 tac, 2 fgt, 2 mech,

      defender 2 inf, 1 art.

      A

      DiceRolls: 1@4 2@3 2@1; Total Hits: 31@4: (3)2@3: (6, 3)2@1: (1, 5)

      D

      DiceRolls: 3@2; Total Hits: 13@2: (5, 1, 3)

      posted in Play Boardgames
      captainhookC
      captainhook
    • RE: Global 40 Alpha+2 - Noll vs capitanhook - game01

      Uk 3

      EAST 0IPC

      WEST 29 IPC
      buys
      3 tank
      2 mec

      saves 3 ipc

      CM

      1 inf TANG -> KEN (empty)
      2 mdch 2  fgt, 1 tac YUN -> KWAN
      1 inf, 1 art EGY -> Irq (using trans in z81)
      1 arm Egy -> IRQ
      2 inf,1 at, 1 mech EGY -> SuD
      1 fgt EGY -> z98

      posted in Play Boardgames
      captainhookC
      captainhook
    • RE: Global 40 Alpha+2 - Noll vs capitanhook - game01

      CHINA 3
      buys
      4 inf
      1 art (total 16)

      CM
      1 inf HUN -> KWA (empty)
      1 inf YUN -> KWE (empty)

      NCM
      10 inf, 2 art, 1 fgt YUN -> SZE

      PLACEMENT
      4 inf, 1 art SZE

      Collect 17 IPC

      posted in Play Boardgames
      captainhookC
      captainhook
    • RE: Global 40 Alpha+2 - Noll vs capitanhook - game01

      US placements

      1 CV, 2 tac z101
      1 fgt WUS
      1 SS z10

      posted in Play Boardgames
      captainhookC
      captainhook
    • RE: Global 40 Alpha+2 - Noll vs capitanhook - game01

      z16 TWOL

      NCM

      3 trans, 1 cruiser 1z101 -> z91
      z89 1 trans 1 cruiser, 1 BB, 1 CV, 2 fgt -> z91
      1 inf, 1 art z89-> GIB
      3 inf, 1 arm, 2 mech EUS -> GIB
      1 mech WUS -> ALA
      1 inf WUS -> BCO
      1 bomber z6 -> MID

      Collect 70+1 = 71 IPC

      posted in Play Boardgames
      captainhookC
      captainhook
    • RE: Global 40 Alpha+2 - Noll vs capitanhook - game01

      z6 TWOL

      battle z16

      many many things V 1 destroyer

      A
      DiceRolls: 2@4 5@3 5@2; Total Hits: 52@4: (1, 5)5@3: (3, 3, 5, 6, 5)5@2: (1, 5, 6, 4, 2)

      D
      DiceRolls: 1@2; Total Hits: 01@2: (6)

      posted in Play Boardgames
      captainhookC
      captainhook
    • RE: Global 40 Alpha+2 - Noll vs capitanhook - game01

      Aleutian Islands TWOL

      Battle
      z6

      attacker 1 bomber
      defender 1 destroyer

      A
      DiceRolls: 1@4; Total Hits: 11@4: (1)

      D
      DiceRolls: 1@2; Total Hits: 01@2: (3)

      posted in Play Boardgames
      captainhookC
      captainhook
    • RE: Global 40 Alpha+2 - Noll vs capitanhook - game01

      Aluation Islands

      attacker 1 inf, 1 art

      defender 1 inf

      A
      DiceRolls: 2@2; Total Hits: 12@2: (2, 4)

      D
      DiceRolls: 1@2; Total Hits: 01@2: (6)

      if blank round 1 -> round 2

      A
      DiceRolls: 2@2; Total Hits: 02@2: (4, 3)

      D
      DiceRolls: 1@2; Total Hits: 11@2: (1)

      posted in Play Boardgames
      captainhookC
      captainhook
    • RE: Global 40 Alpha+2 - Noll vs capitanhook - game01

      US 3

      IPC 55

      Buys:
      1 fgt
      1 sub
      1 carrier
      2 tactical bomber
      total: 54

      saves 1

      CM
      1 sub z10 -> z8
      transport z26 -> z8
      1 BB, 2 CA, 3 DD, 2 SS, 2 CV, 3 fgt, 1 tac, 1 trans z26->z16
      1 bomber hawaii ->z6
      1 inf, 1 art hawaii ->z8

      posted in Play Boardgames
      captainhookC
      captainhook
    • RE: AAG40 FAQ

      I have always asked myself the following question:

      Can units move into freshly conquered territories in NCM?

      Namely, is it legal to bring in units to a zone that was just conquered, or do we need to move these units at the same time as the fighting units?

      posted in Axis & Allies Global 1940
      captainhookC
      captainhook
    • RE: AAG40 FAQ

      The following should be deleted when/if this topic is ever cleaned.

      BTW I do agree that it should be cleaned and limited to only interesting questions, organised on a few pages by categories. Because everytime I have tried to find info on this thread it was simply impossible…

      @450thMSAF:

      whats really funny is you dont know what my username stands for

      450th McMaster Student Absence Form  :-D?

      posted in Axis & Allies Global 1940
      captainhookC
      captainhook
    • RE: AAG40 FAQ

      @Young:

      Majors build 10, and Minors build 3 regardless of the IPC value of the territory it is on. Is that correct?

      Yes. But you can only build a Major on a territory with an IPC value of 3 or more.

      posted in Axis & Allies Global 1940
      captainhookC
      captainhook
    • RE: How to recover from a succesfull KFJ?

      well  i just focused on japan for the firt 3-4 turns. so I really don’t see how I could have done less than that…. we are just starting turn 4 now. The German are not even within the borders of the USSR yet.

      But they do indeed look like that they are going to tear the communists forces to bits…

      posted in Axis & Allies Global 1940
      captainhookC
      captainhook
    • How to recover from a succesfull KFJ?

      Here is the situation:

      I successfully operated a KJF strategy, Japan is in a very week spot, UK east making 28 a turn, ANZAC 24. Victory seems imminent in the Pac.

      However, in the meanwhile, the Germans just built and built and built. They have managed to take South Africa, and have unlocked the standstill in which I had forced the Italians.

      The Soviet have adopted a defensive strategy, yet Japan is pushing into their territories, from China. More importantly, the German invasion force appears close to unstoppable… (Probably 35inf, and 30 tank, if not more). Although they have yet to seriously start advancing into the soviet territory.

      Is that normal with KJF? Because everyone seems to be saying that it is a great strategy, but I feel that I am about to take a severe pounding…

      posted in Axis & Allies Global 1940
      captainhookC
      captainhook
    • Best (most fun) Teams in 2v2

      My friends and I are about to play our first game of global on 2v2. All the other games having been 1v1.

      What do you think is the best way to divide the powers between the two Allies powers, so that everyone has fun? And why?

      We will consider it a given that Axis divide as follows: one players has the European Axis (Italy and Germany) the other player has Japan.

      YAAAAAAAAAAAAAAAAAAAR!!

      posted in Axis & Allies Global 1940
      captainhookC
      captainhook
    • RE: German opening.

      Fantastic post.

      posted in Axis & Allies Global 1940
      captainhookC
      captainhook
    • RE: Special Units

      The Partisan and the Islander Defenders are absolutely broken!

      Partisans: too cheap. You build 3-4 tank per turn and 10 of these. You can absorb all the hits for rounds and rounds of battle.

      Islander defenders: defend at 5? for 5IPCs? Are you serious?

      posted in House Rules
      captainhookC
      captainhook
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