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    Posts made by cond1024

    • RE: Marines

      No, but I wish that had that little special rule for P40.  I guess we could always house rule that.

      posted in Axis & Allies Pacific 1940
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    • RE: Battleship Costs

      Twenty IPC for a defensive unit seems like a waste of IPC to me, I would much rather buy 6 IPC subs to take bullets.  I like the change to the BB rule, I did not like that it could immediatly fix itself.  With the change it will be more important to have quick access to ports for repair.  It would be nice if you could just pass through a sea zone with a port and get repairs rather than having to start your turn at port.

      posted in Axis & Allies Pacific 1940
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    • RE: AAP40 FAQ

      @The:

      I’m not sure if this has been asked already but let’s say the US attacks a japanese kamikaze island and a carrier gets hit twice and sinks and I needed that carrier to land planes that were participating in the attack. What happens to the planes? are they destroyed, not participate in the attack or attack as normal and crash afterwards if they have no place to land.

      Since airplane move in combat move phase and kamikaze attack in combat phase, the fighters would attack as normal and then crash.

      posted in Axis & Allies Pacific 1940
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    • RE: How will Rommel get to Africa?

      @Brain:

      Rommel has to make it to Africa or this game will suck.

      I couldn’t agree more! It just wouldn’t be axis and allies without a German presence in africa.

      posted in Axis & Allies Europe 1940
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    • RE: Transport Cost

      Transports are a much better value now than what they were in classic, when they cost 8 IPC and could only transport 1 tank or 2 inf.

      posted in Axis & Allies Pacific 1940
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    • RE: The Fall of India; or How I Learned to Stop Worrying and Love the Bomb

      Wow, I have been playing that rule wrong all these years!?!
      Oh well, at least I know now.

      posted in Axis & Allies Pacific 1940
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    • RE: Hate the cardboard factory/airfield/naval base counters? ANSWER INSIDE!

      Is it just me, or does the factory symbol look like someone flipping the “bird.” I mean it has the folded down pointer finger next to the birdie finger and then the ring and pinky finger.

      I guess it is just Litko giving WotC the finger.

      posted in Axis & Allies Pacific 1940
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    • RE: AAP40 FAQ

      UK/ANZAC can take control of Dutch territories by just landing an airplane there during non-combat, correct?

      posted in Axis & Allies Pacific 1940
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    • RE: Which would you rather play - 1941 or 1942

      In my game group, which meets rarely, in 1941 allies won all 6 games we played so we switched to '42 scenario.  The three games we played of that axis 2 allies 1.

      42 seems more balanced and china actually has a chance.

      posted in Axis & Allies Anniversary Edition
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    • RE: German Naval Strategy

      How is the French IC anything more than a huge target for the Allies?  The only scenario I can see where that would be beneficial is an all out KGBF strat.  Is that what you are using it for?  What about Russia during this strat?

      posted in 1942 Scenario
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    • RE: Europe Requests

      One request I have is that central america and eastern US are not adjacent.

      posted in Axis & Allies Europe 1940
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    • RE: AAP40 FAQ

      So I want to make sure I understand this, because it came up in our game.  Japan attacks Dutch East Indies on J1 and takes control, but does not attack any UK/ANZAC territories or units.  According to FAQ UK/ANZAC consider this an act of war.  Therefore UK/ANZAC are at war with Japan, but who is doing the declaration of war is it Japan since they invaded DEI or is it UK/ANZAC on there turn?  What about America, do they see this as an attack on the allies, thereby allowing them to declare war?

      Also if UK player declares war on Japan, does ANZAC player need to as well or is it a mute point since they are politically tied together?

      posted in Axis & Allies Pacific 1940
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    • Salt Lake City, UT

      Anyone in salt lake city area contact cond1024@yahoo.com

      posted in Player Locator
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    • RE: After Action Reports

      Title: Allied Navy victories bring home the bacon
      Date: Jan 1, 2009
      Special Rules: NO and Tech
      Victor: Allies by concession
      Bias: Even, 2 Allied players against 1 (me)axis player
      Description: G1 went pretty much to plan sinking UK battleship, in SZ 2 and Destroyer in SZ 5(I think) and taking
      Ukraine, E.Polan, Baltic states and Egypt leaving 1 tank in africa. Russia went totally defensive, moving all possible units up to Leningrad and by the end of R1 had 11 inf, 1 art and 1 tank.  J1 went perfect only losing 2 inf the whole first round.  UK1 took over France. I1 was where the Axis made first mistake, deciding to go for Stalingrad on G2 instead of Leningrad, because only 8 inf were defending Stalingrad, so italy tried to soften it up with a landing which only resulted in 1 russian inf loss.  G2 went for Stalingard and lost battle horribly retreating with only 5 tanks left after losing 4 inf and 1 art.  Germany retook France, only to lose it again on UK 2.

      Germany slowly built up a navy where by end of turn 5 had AC w/ 2 fit, 2 crus, 2 des, 4 subs, 3 trans, in a effort to threaten UK.  Germany finally took over Leningrad on G 3 or 4.  UK attacked Germany navy on UK 5 and sunk the whole thing leaving the UK with a carrier, fighter and bomber.

      Germany and UK cont to trade France every single round, while Germany was making somewhat of a push in Russia.  Meanwhile Japan and taken all of China after J3, took India on J2 and by turn 5 had IC in both India and East Indies.  America went for Japan and lost its whole navy after taking over Iwo Jima.  America rebuilt navy and moved it South on A4 to protect Australia and to threaten E. Indies IC.

      It was a close game until around round 7 when the axis suffered two major defeats.  The first was an attempt to sink UK navy which consisted of AC w/ 2 fighter, and battleship with 4 trans.  Germany attacked with 4 fighters and 2 bombers.  Germany lost that battle leaving UK battleship and 4 trans and destroying German airforce.  Second battle was a pacific encounter where America sunk Japanese fleet of the coast of the Phillippens, leaving Japan with only 1 AC and 1 Crusier off coast of E. Indies.  The germany push to Russia had been stalled and the Red army was about to unleash its hoards from moscow.

      Since it had been over 5 hours of game time and our wives were complaining Axis conceided to an ally victory.

      Observation: This game could have easily gone the other way if Germany would have won that second naval battle with the UK.  Germany had just gotten mechanized infantry on the turn before and was starting to rebuilt a major army, but needed to take pressure off its western front, since every turn UK had invaded France and so every turn Germany had to send men to retake it.  Had they sunk that navy, britian would have been out of action for at least 3 turns in order to rebuild (only making around 20 IPC) this would have given Germany enough time to put some serious hurt on Russia given the Mech Inf tech.  Japan had just lost its navy, but was still bringing in 70 IPC a round and could have quickly rebuilt.  Italy did not really do anything all game.  I blame that on the I1 attack of Stalingrad instead of sending units into africa to get established there.

      Overall very enjoyable game and the allies are 2-0 in the 1941 set up with our group, but the axis could have very easily won this on if a couple of battles had gone differently.

      posted in Axis & Allies Anniversary Edition
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    • RE: China wall strategy:

      @kendric:

      Doesn’t putting so many infantry adjacent to the ocean leave you vulnerable for a mass transport attack with fighters wiping out the entire eastern Russian force in one go?

      Yes it does, but for Japan to do that on J1 they would have to use the three inf in manchuria plus the two trans in sea zone 61 and the one tranny in sz 62 along with fighters from manchuria, japan to consistantly take down that stack. By doing this Japan would miss out on other very important invasions to do on J1.

      If Japan does what it should on J1 and attack Burma and take over Borneo and East Indies those three tranny aren’t in position to attack Buryatia on J2.  Depending on J1 buys Japan could attack the stack on J2, but it will require a lot of forces which will be diverted from other battles.

      posted in 1941 Scenario
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    • RE: China wall strategy:

      I have yet to try this out, but thinking about the China situation I think this would be delay Japan enough to get China going.

      1941:
      On R1 move all ERuss inf to Buryatia (manuchia border) giving a total of 7 inf on the boarder, move Moscow tank east and purchase 1 fighter on R1. Move Yakut inf east.  Inf in Eve N Okr and Novo head to China west most territory.

      So at the end of R1 there are 7 inf on manchuria boarder, making Japan think twice about an IC in Manchuria.  They could still put it in Shanghi, but then can only produce 2 unit/turn instead of 3.  Also
      if Japan wants to attack that stack they will need to bring a sizeable force to destroy it, thereby diverting units from other more importatn J1 attacks.  By leaving Soviet Far East open for invasion I am enticing Japan to go that way and waste time taking only 1 IPC per turn and drawing forces away from China.

      On R3 attack Manchuria with 8 inf 1 tank (from moscow), 1 fighter (from R1 buy).  Depending on the Japan force in Manchuria it should be easy to take.  If a sizeable Japan force is in Manchuria then I would just hold the ground.

      By having two sizeable russian forces on both sides of china it makes Japan work harder to take china, thereby delaying their advance into china.

      posted in 1941 Scenario
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    • RE: Unstoppable strategy: 1942 scenario

      I don’t believe there is such a thing as an unbeatable strategy.  Every strategy can be beaten.  That is one of the things I like most about this game, is trying to defeat unbeatable strategies.

      posted in 1942 Scenario
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    • RE: Strategic Bombing of Germany

      @P-Unit:

      With UK and/or USA operating a massive SBR campaign from the UK I don’t see how this can work. All they have to do is spend one turn sending their entire bomber force (and fighters, which will be in range) to sink every non-sub sea unit you have. It’s just not possible for Germany to maintain a non-sub fleet if UK/USA are using lots of bombers out of the UK. The new transport rule of 0 defense and can’t be taken as casualties pretty much means ships are dead vs bombers.

      That is true, if UK sends bombers after the navy they will sink it, but Germany will take 2-3 bombers and also tie up the bombers for a whole turn.  This gives extra time for Germany to produce more units and time for Italy and Japan to take over UK lands reducing UK income and making it more difficult for UK to replace destroyed bombers.

      posted in Axis & Allies Anniversary Edition
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    • RE: Strategic Bombing of Germany

      There is no easy way to combat all out SBR on Germany, but if Britian is only buying bomers, then they aren’t buying navy or troops.  What I like to do with on G1 is build an AC to protect the baltic felt, then on each german turn I buy 1-2 naval ships usally subs, destroyers and transports.  By turn 3 or 4 I have a nice little navy to defend germany with from UK along with 2-3 transports which can threaten London, or I use them as a bridge to get infantry to Russia and Karelia quicker.

      Being able to threaten the UK you could attack them and all the bombers stationed there, and if UK doesn’t prepare for it then London falls.  This German naval strategy goes along with the Axis strategy that we commonly use to go at the UK first, reducing their IPCs to around 15-20, destroy UK navy with Germany navy and make it impossible for the UK to rebuild.

      So my answer for counteracting a UK SBR campain is to go at the UK and make it difficult for them to replace lost items.

      posted in Axis & Allies Anniversary Edition
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    • RE: After Action Reports

      @Admiral_Yamamoto:

      Game Length:  About 10 hours, 4-5 turns.

      10 hours for 4-5 turns?? 2 hours per round, do guys take a long time to make decisions?
      In our group round 1 takes about an hour, but after that each round only takes about 30 min.

      posted in Axis & Allies Anniversary Edition
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