Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. CrayzKirk
    3. Topics
    C
    • Profile
    • Following 0
    • Followers 0
    • Topics 10
    • Posts 185
    • Best 0
    • Controversial 0
    • Groups 4

    Topics created by CrayzKirk

    • C

      Any Thoughts on another tournament?

      Axis & Allies 1942 2nd Edition
      • • • CrayzKirk
      2
      0
      Votes
      2
      Posts
      759
      Views

      Private-PanicP

      Happy to take part too. We can compete on who is the easiest pickings!

    • C

      1942 Second Edition Game Wanted… I always lose... Bid?

      Play Boardgames
      • • • CrayzKirk
      5
      0
      Votes
      5
      Posts
      575
      Views

      Private-PanicP

      Happy to start a forum game craykirk. Will need your e-mail address for dice rolls - please PM it to me.

      Which do you want - Axis or Allies with a Russian bomber? I will then take the other side as OOB.

    • C

      Amphibious assault in Hostile Sea Zone

      Axis & Allies 1942 2nd Edition
      • • • CrayzKirk
      4
      0
      Votes
      4
      Posts
      1.7k
      Views

      C

      Thanks…  I was a bit confused because it allow you to unload the units.  In a board game, it could be a bit confusing.  The rules really aren’t very clear about it.  I understand that you have to engage any enemy sea units in the area and I think the 1st or 2nd edition rules state something special about sea zones only occupied by enemy submarines.  And I think it’s a BB vs DST which could happen however 1/3 * 1/3 BB misses twice * 1/3 * 1/3 DST hits twice is 1/81.  I’m pretty sure I could manage to be on the wrong end of those dice!  ;)

    • C

      Black Elk vs CrayKirk (Allies + 12)

      Play Boardgames
      • • • CrayzKirk
      20
      0
      Votes
      20
      Posts
      1.2k
      Views

      Black_ElkB

      Looks like this one might be dead in the water I guess. Though it shows how Axis can play around  :-D

      For a set up change that includes the bomber you might also consider another popular option with a destroyer for USA.

      There was a similar set up change introduced to the 1941 starter board, to give the USA a more reasonable chance to defend their Atlantic transports. I think 1942.2 could support a similar set up change, without distorting the opening too much.

      I think the two main things the Allies have working against them are lack of Russian starting attack power, and the on USA being able to develop an expeditionary force. So a bid like that would work to solve both issues. Sure for 20 ipcs there are “better bids” when considered objectively, but I think a set change like that would probably be ideal.

      Anyway, hope the next games are more fun for you. Look forward to catching you next time dude!

    • C

      Post Deleted?

      Axis & Allies 1942 2nd Edition
      • • • CrayzKirk
      1
      0
      Votes
      1
      Posts
      407
      Views

      C

      Just wondering what happened to my post that asked if the game was out of balance?

      Didn’t mean to step on any toes…

      Ok…  I see it moved to the software forum.

      Still, have the same problem with the game; if the Allies get less than average rolls, game over…  Not fun…

      Same issue as the original game…  shuck/shuck…  has to be more than just transports and infantry.  Or am I just expecting too much?

      Offensive 1 sub, 1 car, 2 fig, 2 cru vs 1 bb, 1 car, 2 fig and 8 of 9 times lost everything with only a single hit in 2 turns.  When that happens, the Allies are screwed.  So this means that it isn’t a valid strategy because when it goes wrong for the Allies, it’s very bad.

      I suppose I should just keep throwing the dice hoping for the best.  Nope.  Not the way I throw them…  ;-)

    • C

      I have a problem with the balance and what happens when the Allies have bad roll

      TripleA Support
      • • • CrayzKirk
      23
      0
      Votes
      23
      Posts
      5.2k
      Views

      Black_ElkB

      Anytime man, I’ve been playing a lot of v5 lately vs HardAI using the latest jar and thinking about things more in general terms for the endgame. I posted some more saves you might want to check out for ideas.

      From an Allied strategy standpoint, there are basically 2 relatively safe approaches, which work well against the AI and also against humans. I say “relatively” because this is clearly a dice game, and a human may do things which the AI currently does not (like engage in heavy factory buys, or use SBR and carriers, or can-open and set up for multi round attacks.) There are many points at which the game can just come undone for Allies which is why many bid for them. Against the AI OOB I think its very possible to win, provided you are willing to play it long enough. For more experienced players, it can be entertaining to give the Axis a bid as well and to forego SBR (since the computer doesn’t use it.)

      But back to strategy, the two main approaches I see are…

      1. Tank wall
      2. Air wall

      Both approaches use units of the other type too, its more a matter of which to magnify first (buy more of early on, either tanks or fighters.)

      The first (Tank Wall) seems to work especially well under KGF conditions. The main objective is to hold India for as long as possible and produce as many tanks as you can there. The real use of the tanks is not so much to do with India defense as it is the endgame launch to Karelia, so Allies can hold the north. Usually in KGF India is eventually evacuated and ideally traded for a few rounds thereafter, so that the India tanks can rush west towards Berlin. The tank wall is particularly effective against Germany in that it allows you to shoot north then stack Baltic states to get the line on Berlin. Until then, they can be positioned in Caucasus to threaten a fairly wide area especially Karelia/India/Szech/Transjordan. Ultimately to make good on the money you spent to build them,  these tanks need find their way into an attack on Berlin.

      The second (Air Wall) seem to work especially well under KJF conditions. Here the main objective is again to hold India for as long as possible, by building ground there and then transiting fighters over from UK via W. Russia/Arch or if necessary Gibraltar to Caucasus. More than India defense, the primary use of these fighters is to hold Moscow and the Center of the gamemap, and especially to keep the IJN from comfortably coasting into Africa and the Med sz 34. Basically you’ll be wheeling the British fighters back and forth between India and Moscow, trying to prop them both up while America dedicates the full weight of their economy to steeling the money islands away from Japan. This air wall move works fairly well for Japanese containment and for giving the USA the income it needs to be truly effective. Its easier to take away the money island and defend them from recapture than it is to take Tokyo though. To actually knock Japan off the board you either have to invest in factories for the money islands and push up French Indo China, or invest heavily in transports and troops out of W. USA for a dead drop on the home island.

      For either approach, someone has to buy fighters to keep Moscow afloat and someone is going to have to buy bombers for transport sweeping, whether that’s USA or UK kind of depends on which sort of wall you go for early, and how early you want to try and set up drops out of UK. Also, just like in Classic, its fairly critical for Allies to retain control of Africa in the long term. You can trade it for a while, but a minimal investment from USA/UK to retain control of this region early on is pretty key to keeping UK viable and preventing Axis from collecting too much too soon.

      The center wedge, keeping Moscow/Caucasus/India viable is usually the optimal approach, there is a certain point generally around 50 units at Moscow, when it starts to become increasingly difficult for Axis to take it without a 1-2 punch, which is the whole idea behind the wedge. Just keeping Axis nations (whether G or J) at least one space off the capital. If you can trade the area around Moscow, and then trade Moscow itself for one of the Axis capitals at an attack advantage, that’s basically what you’re shooting for. The longer you can hold Russia the better chances you’ll have to set that up.

      KJF/KGF are also conceived more as general investment directions than strict pursuits. Unlike some earlier boards, it a bit harder in v5 to go 100 percent in one direction. Fequently you have to bounce your air back and forth, or make at least a small investment in the minor theater of operations (whether that’s Atlantic of Pacific) to prevent the Axis from going monster. But you want to develop a clear thrust one way or the other by the fifth round, otherwise it just takes forever to knock out a capital.

    • C

      Naval Bombardment

      Axis & Allies 1942 2nd Edition
      • • • CrayzKirk
      2
      0
      Votes
      2
      Posts
      1.5k
      Views

      Der KuenstlerD

      No - land units cannot fire at the ships. The ships only fire once and are then no longer involved in the battle.

    • C

      Game unbalanced?

      Axis & Allies 1942 2nd Edition
      • • • CrayzKirk
      62
      0
      Votes
      62
      Posts
      18.0k
      Views

      T

      Germany doesn’t need to hold Ukraine. The key for Germany is Lenningrad. Try to get that and hold it as fast as possible. Hope it works out for you :)

    • C

      Changing Maps to work with older versions of TripleA

      TripleA Support
      • • • CrayzKirk
      3
      0
      Votes
      3
      Posts
      1.1k
      Views

      B

      Hi Kirk

      You might try asking at triplea

      http://tripleadev.1671093.n2.nabble.com/

    • C

      Map Question Sea Zone 3 and Strategy Help

      Axis & Allies Spring 1942 Edition
      • • • CrayzKirk
      7
      0
      Votes
      7
      Posts
      3.7k
      Views

      J

      You do get diced once in a while, but it is not necessarily game over G1 if sz2 or Égypt fails.

      Germany can really be a tough nut to crack, and even if the German players dream of Africa and Moscow takes a serious blow on G1, he can really dig in and make it very difficult for the allies to get a foot in in Europe.

      A chunk of armor in E. Europe, stacks of inf in western and Germany and an airforce threatening to take a shot at that essential transfer fleet can take a long time to crack.

      When I feel I am behind, I often take more risks than usual - going for that 50% UK Navy battle, or making risky strafing attacks on an exposed USSR stack.

      You can also try to advance faster with Japan - maybe try to take India J1 or by doing the risky pacific double move hitting both sz52 and the US battleship+transporter at the western us shore on J1.

    • 1 / 1