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    Topics created by ColonelKurtz

    • C

      The Kill India Thrust: Pro or Con?

      Axis & Allies 1914
      • • • ColonelKurtz
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      G

      If the Ottomans can manage to take India then the CP will be in a prime position. The problem is getting there. Without unit placement restrictions in India, the British should be able to hold out indefinitely. The CP have the problem of threats on multiple fronts. If Russia could be pushed back then the Ottomans could make a push for India, but at that point they should be out produced, France could be reinforced, and the US is on the way. On that note, if the CP hasn’t made any substantial moves by the time the US is landing, its game over. I think the Ottomans should move into the Balkans and also apply subtle pressure onto Russia, but their main task should be to pressure India, trying to divert British money but not lead to a full fledged British assault towards Istanbul. Cause trouble in Egypt and Persia to help the other CP nations in any economical way that you can.

    • C

      Columbus Georgia/ Fort Benning Area

      Player Locator
      • • • ColonelKurtz
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      4.0k
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      J

      I get down to that area occasionally, when do you usually play?  I’m retired, have some flexibility for travel.  Best way to reach me is by email, address below.

      regards,

      Jonathan Rost
      jonkrost@comcast.net

    • C

      Playing without dice: Removing the luck factor and speeding up the game

      House Rules
      • • • ColonelKurtz
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      705
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      C

      I love this game and I appreciate the work the game designers put into it.
      I was looking at a way to speed up the game and I played “all throws are hits.”
      Did it once with No Mines Option and once with All Mines Always Hit Option.
      This was a lot of fun and it forced me to rethink some buying strategies and maneuver strategies.
      FYI, Allied Powers start with 161 ground units (169 when US enters) and 23 ships (25 when US enters).
      Central Powers start with 176 ground units and 12 ships.

    • C

      Allied Strategy of Kill Turkey First

      Axis & Allies 1914
      • • • ColonelKurtz
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      Starlight SniperS

      I’ve always preferred the choice of these three when it comes to transports :

      1 - Three Infantry
      2 - One Infantry + One Machine
      3- Two Machines

      Cheers,
      Starlight Sniper

    • C

      Alternative Winning Strategy and Tactics for Central Powers

      Axis & Allies 1914
      • • • ColonelKurtz
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      CowC

      It gets pretty chaotic, Russian bear gets real, Ottos are in a stalemate, AH is backed up to his capital, I like to take Italy at the same time… USA can liberate Italy and that makes me a sad panda sometimes. AH is where things get wonky. It is primarily Germany that had to leave what is east of germany, east of germany and everything west of germany west of germany machine gunning their way  to france. It is kind of cray. The starting stuff east of Germany is generally enough to keep Russian bear enough spaces away from you long enough for you to deal with it later.

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