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    Posts made by cond1024

    • RE: Is it possible to win as the allies after sealion?

      @Alsch91:

      Cond that really doesn’t make any sense.
      Pushing into German territory only ensures that once Germany finally pushes you back to Moscow, you’ll have more infantry defending than you would otherwise.

      Your right, Russia does need to push into the German boarder territories to get the IPC bonus, but I never commit my main force into Germany because it makes it easier for Germany to destroy.

      posted in Axis & Allies Global 1940
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    • RE: AA50 Rules Errata and Q+A

      Thanks everyone for your help.

      posted in Axis & Allies Anniversary Edition
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    • RE: Is it possible to win as the allies after sealion?

      The worst thing you can do as Russia on a sealion game is to push into Germany.  This takes away Russias greatest advantage which is distance to Moscow.  What I do with Russia is build inf and art at a ratio of 2 to 1 with a tank or fighter each round and pull my troops off the coasts.  By time Germany is heading toward Moscow I have 50-60 inf with art, tanks and fighters which ensures they don’t get far.

      posted in Axis & Allies Global 1940
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    • RE: Which Country

      I picked Japan because I love navies, but then I read your first post and you meant go for to kill and in that case it is usually Italy.  Italy is small and easy to quickly destroy.

      posted in Axis & Allies Global 1940
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    • RE: AA50 Rules Errata and Q+A

      I know I have read the answer to this question on one of the FAQ pages, but I can’t remember the answer and don’t want to look through all of them to find the answer.  Here was the situation, UK amphibious attacked Berlin after the first round of combat UK only had 1 tank and 2 ftrs left, Germany still had alot, enough to wipe out all UK forces, but since it was an amphibious attack the tank could not retreat, so the question is about the fighters?  Can they retreat after one round even if the battle will continue on or are they stuck until the tank is dead before they cannot retreat.  I can’t remember the answer.  I assume the answer is the same for all versions of the game?

      Thanks in advance!

      posted in Axis & Allies Anniversary Edition
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    • RE: Russia's Eastern troops

      What I like to do is sent the 6 inf in Buryatia back to Moscow, most of the time they make it back in time to defend moscow against the big assualt.  Once they made it back to lead a successful counterattack of Moscow.  The 6 inf from Sakha and 1 AA I move west so that my opponent thinks I am sending them to Moscow, but then I move them into Kansu in NW China to help defend there.  I also position my China stack there so that it is a rather large force for Japan to take on.  If things in Moscow aren’t looking good, I will send them on to Moscow.  That is why I like to send them west so that I can have the option.  I leave the last 6 and 1 AA gun in Buryatia.  When Japan is off fighting in other theaters and it’s airforce is spread out I will move then Buryatia troops back to Amur to threaten an invasion of Korea (because Japan can attack Korea and still keep the possibility of Mongolian army joining them, unless of course you have moved the troops into NW China).

      posted in Axis & Allies Global 1940
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    • RE: Lessons Learned Global 1940

      Enjoying the thread, I have a few things to add:

      1. Don’t be so quick to take hits on your carriers, esp if you are on the defense.  If you don’t have a landing zone with in one move and you take hits on your carriers, the attacker can just retreat and you lose your airforce.  I have done this a couple of times on my unsuspecting Japanese opponents.  I have attacked with my large American navy against their large Japanese navy and after first round of combat Japan took damage on all of their carriers so I then just retreat and they lose all their airforce.  Now America is in a nice defensive position with all of it’s air and navy and japan only has surface ships and damaged aircraft carriers to counter attack with.  I have done this move enough that my opponents only take hits on AC after they have taken hits on aircraft.

      2. It is better to be the attacker than defender because you can retreat and also neutralize your opponents air power.  This has been mentioned with China attacking Japan, but also works well for Russia.  One way around that for Germany is to have Italy take the land then reinforce with Germany and their massive airforce.  Make it nearly impossible for Russia to counter that force with out risking its entire force.

      3. As Russia don’t lose your big starting force.  There is no point in keeping 20 inf in Leningrad if Germany can attack it and wipe out that force.  Instead give up Leningrad and either counterattack (depending on German force) or move that force closer to moscow to help defend the only spot in Russia that absolutely must be defended.

      posted in Axis & Allies Global 1940
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    • RE: Current Best Version?

      I play the latest version alpha 3.  Here is a link to the setup and rules:
      http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=6149

      posted in Axis & Allies Global 1940
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    • RE: Best Alpha Modifications

      The set up changes are my vote, espically on the pacific side of the board.  Even though Japan still has a ton of aircraft it is fewer than what they had in OOB.

      Scrambling is also a big improvement and that would probably be my number 2 vote.

      posted in Axis & Allies Global 1940
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    • RE: New Convoy raiding rules

      I don’t like the new convoy rules, the extra rolling doesn’t add to the game IMO and their is nothing more frustrating than when your sub has survived long enough to conduct a raid and then rolls a 6 and 5 and you have nothing to show for it.  Go back to the OOB, thats my vote.

      posted in Axis & Allies Global 1940
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    • RE: Bombing is back, Baby!

      I love the new bombing rules.  More SBRs occurred in the last game I played than all previous alpha 3 games combined.

      Convoy raiding on the other hand needs to be changed back to OOB with Germany’s +3.

      posted in Axis & Allies Global 1940
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    • RE: Mid-Game Setup

      I am in the middle of game, round 4 America’s turn.  I took several pictures of the board that I could email you if you would like.  I could then give you the exact chip stacks around Russia since it is kind of hard to tell.  The situation is Germany has taken and hold Ukraine with about 15 inf, 2 art, 8 mech, 7 tanks. Russia has 17 inf in Bryansk with more in Russia.  The Luftwaf is all but gone, Italy is almost totally out of Africa and only has 1 trans and 1 DD on the board.  Japan has wiped out China and is poised to enter Russia, Russia inf are in Manchuria and there are 22 Brit inf in India with 2 art.  America has a small naval off Gibraltor and a large navy off the coast of Caroline islands (controlled by Japan) opposite the IJN in the Phillipeans SZ.

      If you are interested shoot me an email, but I couldn’t get them to you until Sunday, since I am leaving town for the rest of the week.

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

      @JimmyHat:

      I have a further question on that fleet battle situation, would it be legal to retreat the attacking sub if it didn’t get hit, or are you forced to continue attacking to try and clear the sz and get the ftr a landing zone?

      It may retreat.

      Krieg, I didn’t think subs could retreat, they can only submerge is that not correct?

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

      @Trisdin:

      What happens to Japanese factories that China capures?

      They are destroyed.

      posted in Axis & Allies Global 1940
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    • RE: What type of dice do you play with?

      @mantlefan:

      Lowluck (for the person who asked) is where you add up the combat value of units on each side of a battle in each round, divide by 6 (and that’s how many hits you get), and roll one die for the remainder determining whether or not to add one more hit.

      For example,

      6 Artillery are attacking 4 tanks for some reason

      Attacker
      6 Art, each has Attack value of 2.
      6x2=12
      12/6=2

      So the attacker does 2 hits, no rolling necessary.

      The defender has 4 tanks.
      4 tanks, each defends at 3
      4x3=12
      12/6=2

      So the attacker does 2 hits.

      So what happens when the total is not easily divisible by 6
      For example,

      Attacker has
      2 inf, 1 art, 3 tanks.

      1 inf: 1
      1 inf with artillery support: 2
      1 Art: 2
      3 tanks: 9 (3x3)

      1+2+2+9=14

      14/6 =2, with a remainder of 2.
      So gets 2 automatic hits, plus they roll one die at 2 to try to get a third hit.

      Thanks for the explanation.

      posted in Axis & Allies Global 1940
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    • RE: What type of dice do you play with?

      Since we are talking about dice, how exactly does low luck dice work?

      posted in Axis & Allies Global 1940
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    • RE: Larry's new tank rules for Global 1940 Alpha Beta

      @Imperious:

      But larry rescinded the bad idea.

      I noticed that when I went to Larry’s website and could not find mention of that rule change anywhere. 
      Glad to hear he removed it!!

      posted in Axis & Allies Global 1940
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    • RE: Larry's new tank rules for Global 1940 Alpha Beta

      @SgtBlitz:

      Fellow Axis and Allies aficionados:

      A call goes out to all WWII history buffs, armchair generals, and in-general board game freaks:  Larry has decided that current Armor units are Somewhat Overpowered with a 3 Defense Value, even when the cost was revised upwards to 6 IPCs for the AA1940 game.  He has decreed that Armor Units will Now Roll with a 2 on Defense Without an Accompanying Infantry Unit.  THIS MUST NOT STAND.  This insults everyone here, and our intelligence, our dignity, nay, our very LIVELIHOODS, as WWII board game enthusiasts, is at stake.

      Who here does NOT enjoy playing the new Alpha +.2 with the newly reinvigorated Axis powers?  Who does NOT enjoy the thrill of attempting and winning Sealion attacks against all odds, or rolling armies of new Panzer divisions into Russia a year ahead of schedule?  Well, the pride and joy of the German Wehrmacht, emerging from the legendary genius of General Heinz Guderian, the revolutionary new military equipment that changed the face of modern warfare forever, yes, OUR BELOVED PANZER DIVISIONS, are at stake.  We are talking about introducing changes that will forevermore change the face of the WWII boardgame, for YEARS to come, wherein armor will NOT be built by Germany, since it will be “considered a sub-optimal buy”, in the wake of waves of infantry supported by artillery, with massive stacks of planes behind the front lines.  SAY IT WILL NOT BE SO!  WE SHALL NOT GIVE UP OUR 3/3/2 6 IPC ARMOR UNITS WITHOUT A FIGHT!

      SAY NO TO THESE PROPOSED CHANGES BY LARRY HARRIS.  He is essentially turning his back on the glory of the armored unit in its heyday, wherein the world saw more combat involving these behemoths than in any war thereafter, wherein anti-tank guns and planes were specially developed for defeating them in combat!  WE SHALL FIGHT THESE CHANGES, AND WE SHALL WIN.  WHO IS WITH ME?

      I am with you, I am going over to Larry’s site to post my disapproval.

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

      If I load a AA gun onto a transport along with an infantry during non combat phase and attack with that transport on my next turn and capture the territory can I then unload my AA gun into the newly captured territory on my non- combat phase?

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

      Double checking if I recapture my capital on my turn, I collect income during the collect income phase, correct?

      posted in Axis & Allies Global 1940
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