Europe will be complicated to make, interesting to play, and deadly. I plan to make a lot of fighting going on. The one interesting point no one has pointed out is Italy. My plan is that they can attacks turn one, but it will not totally optimal. It will be more of a risky thing that depends on the UK’s moves. Turn two I will let Allies declare war on Italy. If they don’t, and Italy won’t, we may get some interesting late turn (3-4?) declarations of war by Italy. I do want to make I2 the ideal time though. Only totally special rule will be the new Neutral: the anti/pro Russian neutral. First Europe version will be out by next week or earlier.
Posts made by Charles de Gaulle
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RE: Looking for a good 39 setup for AAG40 equipment and boardposted in House Rules
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RE: Simple 1939 setup variant for Global 1940?posted in House Rules
@CWO:
I haven’t had time to look at your tables in detail, but out of curiosity do they correspond roughly to the who-was-in-which-territory-on-what-date information that’s listed in my Global 1940 map analysis? (See: http://www.axisandallies.org/forums/index.php?topic=36590.0).
It corresponds very closely to what the status was in 1939. China could have some changes but mostly based on opinion ( I simply Added Kwangsi and Kiangsi to China but arguably these could be Japanese as well as Anhwe). I did leave some things like Mexico still being American because there is no easy fix. The rest is historical.
Btw GREAT job! That is a one comprehensive overview! -
RE: Simple 1939 setup variant for Global 1940?posted in House Rules
Version 2.0
Axis and Allies Pacific 1939:
Anything that is not specified here is the same as 1940 (this applies to almost everything).
Political situation change:
United States may declare war on collect income phase of turn 4 (instead of 3)New turn order and starting income/IPCs in hand:
United States: 17
United Kingdom: 16
Japan: 24
China: 14
ANZAC: 10New setup:
Japan:
Japan: 8 infantry, 1 mech., 2 artillery, 4 AA guns, 1 tank, 2 fighters, 2 tactical bombers, 2 strategic bombers, air base, naval base, major IC
Korea: 3 infantry, 1 AA gun
Manchuria: 6 infantry, 2 mech., 1 artillery, 1 tank, 2 fighters, 2 tactical bombers, 1 AA gun, control marker
Jehol: 3 infantry, 2 artillery, control marker
Shantung: 2 infantry, 2 artillery, control marker
Kiangsu: 4 infantry, 1 artillery, control marker
Okinawa: 1 infantry, 1 fighter
Formosa: 1 infantry, 1 fighter
Hainan: 1 infantry
Palau: 1 infantry
Caroline Islands: 2 infantry, 1 AA gun, 1 fighter, 1 tactical bomber, air base, naval base
Marshall Islands: 1 infantry
Marianas: 1 infantry
Iwo Jima: 1 infantry
Siam 2 infantry
Sea Zone 6: 1 submarine, 2 transports, 1 destroyer, 1 cruiser, 1 battleship, 3 carriers with 3 fighters and 3 tactical bombers
Sea Zone 19: 1 transport, 1 destroyer, 1 cruiser
Sea Zone 20: 1 destroyer
Sea Zone 36: 1 destroyer
Sea Zone 34: 1 submarine
Sea Zone 33: 1 cruiser, 1 battleship, 1 destroyer, 1 submarine
Sea Zone 32: 1 destroyerUnited States:
Western United States: 1 infantry, 1 artillery, 1 AA gun, 1 fighter, air base, naval base, minor IC
Alaska: 1 infantry
Hawaii: 1 infantry, 1 AA gun, 1 fighter, air base, naval base
Midway: air base
Wake: air base
Guam: air base
Philippines: 2 infantry, 1 fighter, 1 strategic bomber, air base, naval base
Sa Zone 10: 1 transport, 1 destroyer, 1 cruiser, 1 battleship, 1 carrier with 1 fighter and 1 tactical bomber
Sea Zone 26: 1 submarine, 1 transport, 1 destroyer
Sea Zone 35: 1 submarine, 1 destroyerChina:
Suiyuan: 2 infantry
Chahar: 1 infantry
Anhwe: 2 infantry
Kiangsi: 3 infantry
Kwangsi: 2 infantry
Hunan: 1 infantry, 1 artillery
Kweichow: 2 infantry, 1 artillery, 1 fighter
Hopei: 1 infantry
Shensi: 1 infantry
Szechwan: 3 infantry
Yunnan: 4 infantry, 1 artilleryUnited Kingdom:
India: 6 infantry, 1 mech., 1 artillery, 3 AA guns, 1 fighter, 1 tactical bomber, air base, naval base, major IC
Burma: 2 infantry
Shank State: 1 infantry
Malaya: 3 infantry, naval base
Kwangtung: 2 infantry, naval base
Samoa: naval base
Sea Zone 39: 1 cruiser, 1 sub
Sea Zone 37: 1 destroyer, 1 battleship
Sea Zone 51: 1 destroyerANZAC:
New South Wales: 1 infantry, 1 artillery, 1 tank, naval base, minor IC
Queensland: 1 infantry, 1 AA gun, 1 fighter, air base
Northern Territory: 1 infantry, 1 AA gun
Western Australia: 1 mechanized infantry
South Australia: 1 mechanized infantry
Victoria: 1 infantry
New Zealand: 2 infantry, 1 AA gun, 1 fighter, naval base, minor IC
Malaya: 1 infantry
Shan State: 1 infantry
Sea Zone 62: 1 cruiser
Sea Zone 63: 1 destroyer
Sea Zone 54: 1 battleship -
Simple 1939 setup variant for Global 1940?posted in House Rules
(This version has become outdated. For technical support, please play the new version here
https://www.axisandallies.org/forums/index.php?topic=41080.0)Brace for it…
The Pacific side is on the next post. Global version is here:
http://www.axisandallies.org/forums/index.php?topic=38633.0Europe 1939 2.3
Anything not specified here is the same as 1940.
Political situation changes:
Russia: may declare war turn 5 (instead of 4) if not attacked by the Axis
Italy: begins the game neutral. While neutral, Italy follows the normal restrictions of a nuetral power as well as some others… 1: Italy may not move into any territory without an Italian control marker. 2: No powers may move into Italian territories or transports. 3: Italy may only move through straights/canals if the controlling power will allow Italy. Italy may declare on any Allied powers on turn 2 or later. The Allies (aside from the U.S. and Soviets) may declare war on Italy on turn 3 or later. Like Japan, Italy may load a transport which is in a hostile sea zone on the turn Italy declares war. If it is the Allies that declare war, they also may do this.
United States: may declare war on the Axis on collect income phase of turn 4 (intead of 3)
Necessary special rules:
Many territories will be made pro-Allies/Axis and have a standing army. I recommend using an upside-down (black) control marker for the new pro-Axis and a grey chip for the pro-Allies, or some other easy method to identify them. For the new standing armies, I recommend simply using a stack of chips (since they are all infantry).
When collecting NOs, treat the territories as the board represents them (e.g. the original controller). This means that although Iceland and Belgian Congo don’t start as British anymore, they are needed for UK’s NO. Likewise Russia always collects for the Communism NO in accordance with the original controller (printed on the board).
The new pro-neutrals and their standing armies are:
Pro-Allies:
Poland: 6 infantry
Eastern Poland: 2 infantry
Denmark: 1 infantry
Norway: 2 infantry
Holland/Belgium: 3 infantry
Iceland: nothing
Greenland: nothing
Belgian Congo: 1 infantryPro-Axis:
Slovakia/Hungary: 6 infantry
Romanian: 6 infantry
Bessarabia: nothing
Baltic States: nothing
Vyborg: 2 infantry
Northwest Persia: nothing
Persia: 2 infantry
Eastern Persia: nothingSoviet Aggression:
On turn 1 only, Russia is given the option of attacking any of these territories: Vyborg, Baltic States, Eastern Poland, and Bessarabia. Germany may not take any of these as well as Finalnd on turn 1 without declaring war on Russia. If Russia does not take some/all of these, Germany may take them and Russia may not move into them later, unless it is at war with Germany. Remember that Russia won’t be an Allied power at this point. Therefore, keep in mind that Vyborg and Eastern Poland would both fight Russia, but Vyborg will join Germany (they are Finnish) and Eastern Poland will fight Germany.New Turn order and starting income/IPCs in hand:
Germany: 14
Soviet Union: 26
United States: 35
Italy: 10
United Kingdom: 28
France: 17New Setup:
Germany:
Germany: 16 infantry, 6 artillery, 2 mechanized infantry, 4 AA guns, 4 tanks, major industrial complex
Greater Southern Germany: 6 infantry, 2 artillery, 1 tank, 1 AA gun
Western Germany: 2 infantry, 1 AA gun, 4 fighters, 4 tactical bombers, 2 strategic bomber, air base, naval base, major industrial complex
Sea Zone 112: 2 submarines, 1 cruiser
Sea Zone 113: 2 submarines, 1 transport, 1 cruiser
Sea Zone 114: 1 submarine, 1 transport, 1 battleshipSoviet Union:
Russia: 1 infantry, 1 mechanized infantry, 1 AA gun, 1 tank, 1 fighter, air base, minor industrial complex
Tambov: 1 infantry
Samara: 1 infantry
Novosibirsk: 1 infantry
Kazakhstan: 1 infantry
Turkmenistan: 1 infantry
Caucasus: 1 infantry, 1 artillery
Volgograd: 1 mechanized infantry, 1 AA gun, minor industrial complex
Rostov: 1 infantry
Ukraine: 2 infantry, minor industrial complex
Western Ukraine: 2 infantry, 1 artillery, 1 tactical bomber
Bryansk: 1 infantry
Smolensk: 1 infantry
Belarus: 1 infantry, 1 mechanized infantry, 1 tank
Archangel: 1 infantry
Novgorod: 6 infantry, 1 artillery, 2 AA guns, 1 tank, 1 fighter, air base, naval base, minor industrial complex
Karelia: 2 infantry
Sea Zone 100: 1 destroyer, 1 cruiser
Sea Zone 115: 1 submarine, 1 destroyer, 1 battleship
Sea Zone 127: 1 submarineUnited States:
Eastern United States: 1 infantry, 1 artillery, 1 AA gun, 1 fighter, air base, naval base, major industrial complex
Central United States: 1 mechanized infantry, 1 tank, 1 strategic bomber, minor industrial complex
Sea Zone 64: 1 cruiser
Sea Zone 101: 1 transport, 1 destroyerItaly:
Southern Italy: 4 infantry, 2 artillery, 2 AA guns, air base, naval base, major industrial complex
Northern Italy: 4 infantry, 1 artillery, 1 mechanized infantry, 1 tank, 1 AA gun, 1 fighter, 1 tactical bomber
Sardinia: 1 infantry
Sicily: 1 infantry
Albania: 2 infantry, 1 tank
Libya: 2 infantry, 1 artillery, 1 mechanized infantry, 1 tank, 1 AA gun
Tobruk: 1 infantry, 1 artillery, 1 mechanized infantry
Ethiopia: 2 infantry, 1 artillery, 1 tank
Italian Somaliland: 1 infantry, 1 mechanized infantry
Sea Zone 95: 1 submarine, 1 destroyer, 1 transport
Sea Zone 96: 1 destroyer, 1 transport
Sea Zone 97: 1 destroyer, 1 cruiser, 1 battleshipUnited Kingdom:
United Kingdom: 1 infantry, 1 AA gun, 1 artillery, 1 tank, 1 fighter, air base, naval base, major industrial complex
Scotland: 1 infantry, 1 AA gun, 1 fighter, air base
Quebec: 1 infantry, 1 AA gun, 1 mechanized infantry, minor industrial complex
Nova Scotia: naval base, air base
Ontario: 1 infantry, 1 artillery, 1 tank, minor industrial complex
Alberta: 1 infantry
Gibraltar: 1 infantry, naval base
Malta: 1 fighter, 1 AA gun
Alexandria: 1 infantry, 1 mechanized infantry, 1 tank
Egypt: 2 infantry, 1 artillery, 1 AA gun, naval base
Trans-Jordan: 1 infantry
Anglo-Egyptian Sudan: 1 infantry
British Somaliland: 1 infantry
Kenya: 1 infantry
Union of South Africa: 2 infantry, naval base, minor industrial complex
West India: 2 infantry, 1 artillery
Sea Zone 106: 1 transport, 1 destroyer
Sea Zone 109: 1 transport, 1 cruiser
Sea Zone 110: 1 destroyer, 1 battleship
Sea Zone 111: 1 destroyer
Sea Zone 91: 1 cruiser, 1 aircraft carrier (carrying 1 tactical bomber)
Sea Zone 98: 1 submarine, 1 destroyer, 1 cruiser, 1 battleship
Sea Zone 71: 1 destroyer
Sea Zone 70: 1 transportFrance:
France: 6 infantry, 3 AA guns, 4 artillery, 2 tanks, 1 fighter, 1 tactical bomber, air base, minor industrial complex
Normandy/Bordeuaux: 1 infantry
Southern France: 1 infantry, 1 artillery, naval base, minor industrial complex
Tunisia: 1 infantry
Algeria: 1 infantry, 1 mechanized infantry, 1 artillery
Morocco: 1 infantry
French West Africa: 1 infantry, 1 artillery
French Central Africa: 1 infantry
French Equatorial Africa: 1 infantry
Syria: 1 infantry
Sea Zone 105: 1 submarine, 1 destroyer
Sea Zone 93: 1 cruiser, 1 transport
Sea Zone 94: 1 battleship
Sea Zone 83: 1 destroyer -
RE: Axis and Allies 1914 FAQ/Question and Answer Threadposted in Axis & Allies 1914
Krieghund does this mean that it is possible for a battleship to solely bombard a territory? For instance if I am doing an amphibious assault and all my units are destroyed by artillery strikes, can my battleships still bombard even though I have no land units attacking that territory?
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RE: Axis and Allies 1914 FAQ/Question and Answer Threadposted in Axis & Allies 1914
In an amphibious assault, if all attacking sea borne units are destroyed by pre -emptive artillery strikes, can the battleships still bombard? Does it matter if there are/aren’t units attacking overland as well? For example, if a transport with one infantry offloads to attack a territory with an infantry and artillery but gets destroyed by the artillery’s pre-emptive strike, can the battleship still bombard? How about if there are still some units attacking by land? Thanks!
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RE: 1915 Setup Mod for 1914posted in House Rules
@CWO:
I guess I was puzzled by the parts of your post which said “The goal of this project is to create a historically accurate yet balanced and fun 1915 with no house rules” and “It would be nice to play 1914 in a fair and fun way without adding house rules…”, both of which refer to the concept of having no house rules.
My bad. What I should have said is “My goal is to create a 1915 game which implements no other rule changes aside from setup and when tanks/American involvement/Russian Revolution will come.”
Do you play 1914 CWO Marc? If so I’d really appreciate if you could play or even just set up the game. My gaming group likes it (especially since it gives the CP a chance), but they are the only playtesters so far which means it still needs tweaking most likely.
de Gaulle
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RE: Buying Additional Unitsposted in Axis & Allies 1914
The worst blow is 12 German infantry. Didn’t Larry notice that after setting up the game there is none left?
Don’t tell me his playtesters told him that Russia would knock one out… -
RE: Why is 1914 the most expensive version of A&Aposted in Axis & Allies 1914
Well I’ll be continuing playing A&A for as long as possible. Getting a job is going to make me have significant less time.
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RE: 1915 Setup Mod for 1914posted in House Rules
Definitely. I just thought that was obvious with the topic being in house rules…
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RE: Why is 1914 the most expensive version of A&Aposted in Axis & Allies 1914
@CWO:
Alas, just turned 50. Been looking back on a wasted life.
A life playing Axis & Allies is hardly what I’d call a wasted life.
I started A&A with 1941 when I was twelve. I’m fifteen now. Am I wasting my life?!?
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RE: Buying Additional Unitsposted in Axis & Allies 1914
Just a warning Private Panic. You won’t need THAT many units. All powers can run out of fighters (not really Ottoman, Italian, and American). Only powers that need infantry are Germany, UK, Austria-Hungary. Of course there are rare occurrences of other nations needing them. Tanks. Germany, Austria, UK will need them. Ships are generally ok. Just my opinion. Don’t buy more than necessary. Maybe play a game or two first to see what you specifically need.
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RE: Why you should take France firstposted in Axis & Allies 1914
Using artillery as coastal defense/reinforcements en route is a good strategy. Going for Paris first isn’t. Why? You cannot stop the Russians and the British will be destroying Ottomans. Austria Hungary will get hit badly as well by combined Italian and Russian forces. Alternatively, the Allies can divert Italian and British units to France to stop you from taking it.
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RE: Reasons why you shouldn't kill France firstposted in Axis & Allies 1914
The OOB 1914 is in favor of the Allies. Never ever take Paris before Moscow (or triggering the Revolution) or you never will. Current best strategy I have seen is
1 Take out Russia
2 Put enough pressure on France just to make the Brits send a few units there and divert IPCs from India
3 Hold Italy back only securing Venice
4 Take out Russia
5 Hold out with the Ottomans and don’t try to get offensive.
6 Try to make the Americans go to France or Italy and not the Balkans or Turkey
7 Take our RussiaI hope I mentioned to take out Russia as fast as possible.
P.S. I made a 1915 setup for 1914 which uses no house rules but attempts to make the game better through setup change only. Please take a look at it in house rules.
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RE: 1915 Setup Mod for 1914posted in House Rules
The goal of this project is to create a historically accurate yet balanced and fun 1915 with no house rules. I kept the OOB turn order because it works well with my setup plans. I tried to fix the many problems with 1914 but only by changing the setup. Germany can press hard into France forcing the British to not go 100% India. Austria-Hungary can take and hold Venice to hold the Italians. Russia is strong but will lose many units due to the equally strong German, Austrian, and Ottoman armies. The Ottomans can’t be attacked anywhere on turn one without them getting a great counterattack opportunity. I changed around the Atlantic to stop Germany from getting into a big naval fight turn one yet still take out some Brits. Setup still needs tweaking.
If you get a chance try it out and let me know how it went! It would be nice to play 1914 in a fair and fun way without adding house rules…
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RE: 1915 Setup Mod for 1914posted in House Rules
Thanks! Once a player meets 1940, 1914 seems boring for sure. 1940 is like toy soldiers and 1914 like toy blocks lol.
P.S. added some fixes to the setup.
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1915 Setup Mod for 1914posted in House Rules
The year is 1915. Only months ago, Archduke Ferdinad, heir of the Austrian throne, was assasinated by a Serbian in Sarajevo, Bosnia. Due to its unsatisfaction of the Serbian government’s response, Austria-Hungary declared war on Serbia starting a chain of events that plumetted the world into war. Russia mobillized to help Slavic Serbia. Germany, desiring to get the upper hand, declared war on Russia and France. Soon after, Germany invaded Belgium, and the British, along with their world-wide empire, declared war on Germany. Italy, though a Central Power, refused to go to war since the Central Powers were not fighting a defensive war. Now, in 1915 however, Italy decides to join the Allies, quite confident it joined the winning side. The Ottoman Empire, a rival of the British and Russians, has filled Italy’s spot as the third Central Power. Battles have been fought and many have died. Small gains have been made by both sides and most of Africa and other parts of the world are getting involved due to the Europeans’ colonies. Many more countries stand on the brink of war, and all the United States can do is watch. These are trying times. Guide your country through this Great War and hope it truly is the War to End All Wars…
Designer’s notes:
This is a 1915 setup for 1914. Don’t think of it as “1914 one turn faster”; think of it as “a new way to play 1914.”
This setup has undergone some play testing, but it is still being perfected. YOUR FEEDBACK IS STRONGLY APPRECIATED! If you notice any historical problems or have any questions, feel free to ask!
Special thanks to my fellow gamers for help and several sources for the historical situation of the map.
I plan to make 1916, 1917, and 1918 so keep an eye out ;)Rules changes:
The United States may declare war on turn three. Tanks may be purchased turn two. Russian Revolution may occur turn three.Turn order and starting income/IPCs in hand:
Austria-Hungary: 23
Russia: 24
Germany: 36
France: 23
British Empire: 30
Ottoman Empire: 16
Italy: 14
United States: 20Setup:
Austria-Hungary:
Vienna: 12 infantry, 4 artillery, 2 fighters
Budapest: 12 infantry, 3 artillery
Galicia: 6 infantry, 3 artillery
Bohemia: 4 infantry, 1 artillery
Tyrolia: 6 infantry, 3 artillery
Trieste: 6 infantry, 3 artillery
Sea Zone 18: 1 transport, 1 cruiser, 1 battleshipRussia:
Karelia: 4 infantry, 2 artillery
Livonia: 3 infantry, 1 artillery
Moscow: 6 infantry, 4 artillery, 1 fighter
Belarus: 2 infantry
Poland: 6 infantry, 2 artillery
Ukraine: 6 infantry, 2 artillery
Galicia: 6 infantry, 2 artillery
Sevastopol: 4 infantry, 2 artillery
Tatarstan: 3 infantry, 1 artillery
Kazakhstan: 2 infantry
Serbia: 6 infantry, 1 artillery, control marker
Sea Zone 12: 1 battleship
Sea Zone: 21: 2 cruisersGermany:
Berlin: 12 infantry, 6 artillery, 2 fighters
Prussia: 6 infantry, 3 artillery
Silesia: 6 infantry, 3 artillery
Kiel: 6 infantry, 3 artillery
Poland: 6 infantry, 3 artillery
Ruhr: 12 infantry, 2 artillery
Alsace: 6 infantry, 2 artillery
Lorraine: 8 infantry, 4 artillery, 2 fighters
Belgium: 6 infantry, 2 artillery, 1 fighter
German East Africa: 2 infantry
South West Africa: 1 infantry
Sea Zone 3: 1 submarine
Sea Zone 4: 1 submarine
Sea Zone 5: 1 submarine
Sea Zone 7: 1 submarine
Sea Zone 10: 1 cruiser, 2 battleships
Sea Zone 11: 1 cruiserFrance:
Paris: 6 infantry, 4 artillery, 1 fighter
Picardy: 6 infantry, 2 artillery
Lorraine: 12 infantry, 3 artillery, 1 fighter
Burgundy: 6 infantry, 2 artillery
Marseilles: 1 infantry, 1 artillery
Bordeaux: 1 infantry
Brest: 1 infantry
Algeria: 1 infantry
Togoland: Control Marker
French Equatorial Africa: 1 infantry
Sea Zone 15: 1 transport, 1 battleship
Sea Zone 16: 2 transports, 1 submarine, 1 cruiserBritish Empire:
London: 4 infantry, 1 artillery
Wales: 3 infantry, 1 artillery
Yorkshire: 1 infantry, 1 artillery
Scotland: 2 infantry
Canada: 5 infantry, 1 artillery
Picardy: 4 infantry, 2 artillery, 1 fighter
Union of South Africa: 1 infantry
Rhodesia: 2 infantry
British East Africa: 1 infantry
Egypt: 4 infantry, 2 artillery, 1 fighter
India: 8 infantry, 1 artillery
Sea Zone 2: 1 transport, 1 cruiser
Sea Zone 8: 1 transport, 1 cruiser, 2 battleships
Sea Zone 9: 1 transport, 1 cruiser
Sea Zone 19: 1 battleship
Sea Zone 28: 1 transport
Sea Zone 29: 1 transport, 1 cruiserOttoman Empire:
Constantinople: 6 infantry, 2 artillery
Smyrna: 3 infantry, 1 artillery
Trans-Jordan: 4 infantry, 2 artillery, 1 fighter
Syrian Desert: 2 infantry, 1 artillery
Mesopotamia: 4 infantry, 1 artillery
Ankara: 3 infantry, 2 artillery
Sea Zone 20: 1 cruiser, 1 battleshipItaly:
Rome: 6 infantry, 2 artillery, 1 fighter
Naples: 1 infantry, 1 artillery
Tuscany: 4 infantry, 1 artillery
Venice: 6 infantry, 4 artillery
Piedmont: 4 infantry, 1 artillery
Sardinia: 1 infantry
Sicily: 1 infantry
Libya: 1 infantry
Sea Zone 18: 1 transport, 1 cruiser, 1 battleshipUnited States:
United States of America: 8 infantry, 4 artillery
Sea Zone 1: 1 cruiser, 1 battleshipEdit 1: corrected various mistakes
Edit 2: added three infantry to Ukraine. Removed two German infantry from Poland. Removed Austria sub from 18. Changed French fleet in 16. Corrected various mistakes.
Edit 3: Added Italian units. 2 infantry to Tuscany. 2 infantry and 1 artillery to Rome. Removed optional house rules.
Edit 4: Removed French units. 1 infantry from Marseilles, Brest, Bordeaux, French West Africa, Tunisia, Morocco, and 1 artillery from Algeria. Added 3 German infantry to Munich and 2 to Kiel. Corrected spelling errors.
Edit 5: removed British transport from SZ 9 and American one from SZ 1. Added Russian revolution to be allowed turn 3.
Edit 6: removed 4 British infantry and fighter in Lorraine. Added four French infantry to Lorraine. Moved French fighter in Picardy to Paris.
Edit 7: removed a fighter in London and Paris (Fokker Scourge) moved 6 German infantry from Munich to Ruhr. Removed UK cruiser from SZ 14. Added German infantry to East Africa and South West Africa. Added British infantry to Rhodesia. -
RE: Looking for official 1st edition setupsposted in Axis & Allies Global 1940
Excellent! Thanks again :-D
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RE: War Plan Orangeposted in Axis & Allies Global 1940
@Charles:
Ok, so a while ago Italy became upsetting for me after Taranto…now Japan is upsetting me. I tried this strategy as the US and succeeded. My opponents got wise. Now whenever I play as Japan I get mowed over by this strategy :cry: now we need a “How to beat Plan Orange” guide. Seriously.
P.S. The key to this strategy as the U.S. is to simply place a submarine or more in each Japanese convoy zone (in a standard game there will be 10); just work out the details of getting there and Japan is going to be losing ground in Asia very soon because they either have to build a ton of destroyers, or build a few destroyers(only taking out your subs in big zones like 6 and 19), or totally ignore which is admitting defeat. Good luck Japan.
Maby play the standard 2nd edition rules without a bid so the allies need to devide their attention a bit more.
Good to see that the allies are becomming better at dealing with the axis.But I never use bids!
@simon33:@Charles:
Ok, so a while ago Italy became upsetting for me after Taranto…now Japan is upsetting me. I tried this strategy as the US and succeeded. My opponents got wise. Now whenever I play as Japan I get mowed over by this strategy :cry: now we need a “How to beat Plan Orange” guide. Seriously.
Here’s what I might try:
- Take Guam.
Base one DD + scrambling fighters off Philippines, Guam and Japan. That only leaves two holes for the Asian coast, SZ18 + SZ36. The latter is a long way around for the US to go. Basing a fleet in SZ18 can plug the other hole. You need to pick off the UK and/or ANZACs if they come through the bottom though.
The above won’t work if Japan is already being pushed back significantly.
If I’m the U.S. and Japan does this, first thing I’m going to do is say “Yay! My subs forced 3 destroyers and 9 fighters to sit around and do nothing!” Now that’s before I even get a chance to counter it…
- Take Guam.
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RE: War Plan Orangeposted in Axis & Allies Global 1940
Ok, so a while ago Italy became upsetting for me after Taranto…now Japan is upsetting me. I tried this strategy as the US and succeeded. My opponents got wise. Now whenever I play as Japan I get mowed over by this strategy :cry: now we need a “How to beat Plan Orange” guide. Seriously.
P.S. The key to this strategy as the U.S. is to simply place a submarine or more in each Japanese convoy zone (in a standard game there will be 10); just work out the details of getting there and Japan is going to be losing ground in Asia very soon because they either have to build a ton of destroyers, or build a few destroyers(only taking out your subs in big zones like 6 and 19), or totally ignore which is admitting defeat. Good luck Japan.