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    Posts made by Crazy Ivan

    • RE: Low Luck Dice

      :-o
        All that has been stated is true. I can only add that what it boils down to is economics of your resources/units. By reducing unneccesary wasteage, you can use spare units in other battles, thereby increasing the amount of damage that can be done to your opponents, and roll more die!  :-D
        LL lets you know if you are using a sound strategy or not. I can’t cry, “bad dice”, as easily when I lose.
        C.I.  :roll:

      posted in Axis & Allies Revised Edition
      Crazy IvanC
      Crazy Ivan
    • RE: Favorite Bids

      I’ll give 9 to be the Allies any day of the week, but not on Holidays, I’m usually out of town. I think the Axis could use more than 9 to win, but I’m just used to that number, so I’ll stick with it. One hitch though, you can’t put more than one unit per territory, OK.
        Crazy Ivan

      posted in Axis & Allies Revised Edition
      Crazy IvanC
      Crazy Ivan
    • RE: What if these happen? - Extrem G1 Strategy

      :-o
        I agree.
          LL and no tech. removes a lot of variables that can sway the game drasticly. What remains is good strategies and sound play to win the day! Most of the time anyway. The die sever hates me anyway  :cry:
        Anybody up for a game!?
        C.I.  :roll:

      posted in Axis & Allies Revised Edition
      Crazy IvanC
      Crazy Ivan
    • RE: Japanese first turn

      Romulas,
        In your play group, how often does your Axis team win?
        The bids used by the “TripleA ladder” and other groups on line and at home, have found that it really helps to not only balance the game, but also helps to get rid of that same old first turn, by giving the Axis at least, some veriables in the game, different strategies to try and win with. Keeps the Allies on their toes as well.
      You and your friends may as well try using the bid system, soon enough you will all want to test yourselves against the convention crowd, and they all use it there.
        C.I.

      posted in Axis & Allies Revised Edition
      Crazy IvanC
      Crazy Ivan
    • RE: Friendly IC

      :-o
        I play low luck mostlly in the TripleA ladder and am toying with the idea of building 2 transports in the Baltic on G1. Thus, with a DD and 3 Transports, and the 2 subs as soak offs, I am assured of Killing one UK fighter for 2 rounds and possible the Bmbr before they sink even one of my transports! if they don’t block well the English channel, it could turn into a successful “Operation Sealion”! If well blocked, then 3 transports of infantry to Karilia on G2 is a good thing too.
        Crazy Ivan  :roll:

      posted in Axis & Allies Revised Edition
      Crazy IvanC
      Crazy Ivan
    • RE: Japanese first turn

      I love the way some of these threads morphe. J1 turns into a B1 and then a USA1.
      I’d like to get back to the J1 though.
      I’ve tried many different starts with Japan, 9and am play-testing a new one now).
      I have used the 9 bid to buy a Transport and put it with the East Indies fleet. Lots of places you can hit with that! The spare IPC goes to Japan as well. My first buy is always two Tps’ and 2 or three tanks, depending on the UK luck on my lone transport off of Kwangtung.
      This Strategy puts Japan in the Axis drivers seat. And if the Allies don’t shift to a KJF strategy then they are in for a very yellow world.
      The other bid buy I’ve been working on is a tank in Kwangtung and an artillary in FIC. Both China and India fall nicely on J1, and the 2 extra land units help my advancing armies in Asia look tougher against counter-attacks. My J1 buys are still pretty much the same.
      Oh, and I don’t consider a IC or Bmbr untill J4 or later, Just keep buying a Tp a turn untill then and buy tanks, infantry is too damn slow. Just grab what you already have in the Islands. grab, Australia, NZ, and Hawaii too. I also like to harass the Alaska and Western Canada as well.
        Happy gaming,
        Crazy Ivan

      posted in Axis & Allies Revised Edition
      Crazy IvanC
      Crazy Ivan
    • RE: Rules

      Greetings Konrad.
        Is it Axis and Allies Revised that you are trying to play?
      If so, search for ‘Triplea Warclub’ on your computer. There you can download rules and files to play the game online or via e-mail.
      I learned how to play on their game  ladder, ( I don’t own a boardgame) and have played well over 80 games, with over a 50% win rate.
        Good luck,
              Crazy Ivan

      posted in Axis & Allies Revised Edition
      Crazy IvanC
      Crazy Ivan
    • RE: Why continue to play classic?

      :roll:
        AA 2nd Edition, ie; Classic is like going back to your folks home for a vacation. Some stress yes, but not as bad as a bad week at work.
      Actually, I’m quite used to AA revised now, and don’t seek to play Classic anymore, but will if that is all someone wants to play.
      And yes, my folks moved away and didn’t tell me where they went  :cry:.
        Cazy Ivan  :-o

      posted in Axis & Allies Classic
      Crazy IvanC
      Crazy Ivan
    • RE: Aggressive America - how to stop it?

      :-o
        In Classic; It is MHO that Japan really can’t afford to buy ICs’ until turn 4 or 5 if they are doing real well in territorial gains, like two or three a turn and no losses. this assures you more combat units. Just think, if you buy 2 ICs’ that is the equivilant of 6 tanks!
        A Transport per turn is the way to go, untill the US fleet gets under way, then buy subs. a couple a turn. Also, get those flat tops fully loaded.
        Japan has to threaten Russia and force them to face the yellow menace. Germany, not havng to deal much with the US can really put the pressure on Moscow, eat up Africa, and keep the Britts out of Western Europe. Aggression is the “Key”  to victory, especially if you are going for economic victory, so attack everywhere possible.
        Success favors the bold!
          Crazy Ivan

      posted in Axis & Allies Classic
      Crazy IvanC
      Crazy Ivan
    • RE: Fog of War

      :-o
        Wow, these are some great ideas! Wish I’d thought of them.

      Anyway, many years ago, when 2nd Edition first came out, I was a bit disappointed in the rules suggested for balanced play/advanced rules. So, I wrote up some of my own. Several were generic advantages, while others were more nation specific. Each player used specially marked control, markers, (logos prited on the back) to secretly place the advantages on the board at the beginnig of the soviet Players turn. Each player had a limited # of special markers that they could place each turn,( 3 or 4) but they could place as many other blank markers as they wanted on every territory/sea zone that they occupied. At the beginning of the combat movement phase, control markers could be revealed by their owner to show their special advantage.
      I don’t have it with me, ( somewhere in storage) but as best as I can remember;
        [[u]u]Generic Rules
            Entrencments: 1/2 of all Infantry, (rounded up) defend on a 3 or less in the first round of combat.
            Armor Encirclment: 1/2 of all armor hit on 4 or less on the first round of combat
            Fighter Interceptors: Act as Flak if flown over by enemy aircraft, hit on a 3 or less.
            Smoke screen: All ships are harder to target, enemy attackers hit on one less than normal. BB hits on a 3 ,Fighters a 2, etc…

      Japan
            Kamakazii : One fighter may suicide into an enemy warship, hits on a 5 or less.
            Banzii Infantry: 1/2 of all attacking Infantry hit on a 3 or less.

      Germany
            Motoized Infantry: 1/2 of all infantry may move two territories like tanks.
            Panzers Blitz: Up to 1/2 of all tanks may move into an enemy territory after combat is complete to perform a second combat, if they have only moved once in the combat movement phase. I placed these tanks on their sides as a reminder.

      British
            Radar: 1/2 of all fighters defend at a 5 or less.
            Ultra Broken!: Britsh player may look at three of the German markers at the beginning of the UK turn.

      USA
            Japanese secret Code broken: USA player may examine up to three of Japans markers at the beginning of his turn.
            Fast Carriers: All carriers may move up to 3 sea zones this turn.

      [[u]b]Russians
              Massed retreat/Strategic withdawal: When defending and Prior to combat rolls, the Russian player may withdraw some or all of their units. Including Anti-aircraft guns, control markers and factories. Units may not be built in factories that moved this turn. Note; this territory may or may not have been under attack.
            Siberian rail; Two units between Russia and The Soviet Far East may move up to 3 territories, even into combat!

      Of course there were multiple tokens of the generic type per nation, but only one each of the special national types.
      Try it out sometime, it adds a whole new slant to the game. I feel it is well balanced. Try it out and let me know what you think.
          If anyone is interrested I will gladly play you a game with these rules.

      :roll: Crazy Ivan

      posted in House Rules
      Crazy IvanC
      Crazy Ivan
    • RE: Russian Gambit

      :-o
        That is how I like to play, on the edge.
      Alexander the Great liked to say," Victory favors the bold!"
      I play to try and get the quick kill. Don’t much care for the slow buld up, and steamroller games. Too boring IMO. So I attack often with smaller armies. I’m in it for the fun folks.
        C.I.

      posted in Axis & Allies Revised Edition
      Crazy IvanC
      Crazy Ivan
    • RE: Which PC version is correct one?

      :-o
      The latest version of Triple A is very good. You can play someone via e-mail, or live on line. The AI is ok if your a beginner,( or just feel lke breaking a losing streak). i usually end up playing solitaire when I’m working out a new strtagy. Or you can play hot seat at yours or someones PC. I ike it because I don’t have to have a board set up somewhere all of the time. Also, I think some of those guys I play against on line don’t bathe very often, so Playing them over the internet works for me. :-D
        Crazy Ivan
        They call me that because I’ve sent my T-34s’ just about everywhere.  :roll: Not Brazil yet though, Hmmm… Next time Jerry invades there I’ll have to send some T-34s’ to liberate it.

      posted in Axis & Allies Revised Edition
      Crazy IvanC
      Crazy Ivan
    • RE: Russia Round 1 Attacks

      :|
      Regular luck?!?c Sounds like a box full of  those mixed chocolates, you never know exactly what your gonna get.
      Recently as the Axis, I placed a Panzer in the Ukraine, and an inf in West Russia from my bid pre-buy. I maintained control of both territories! I had a tank left in West Russia and a fighter in the Ukraine. I think that my opponent didn’t catch where I had placed my bid buys, and attacked too lite.
      Anyway, I usually attack those two territories myself, for the Motherland ya know.
          Crazy Ivan  :roll:

      posted in Axis & Allies Revised Edition
      Crazy IvanC
      Crazy Ivan
    • RE: G1 Channel Dash/Split?

      :-o
        Well, I just played it 4 times, ( on tripleA) and it was: one win for the Russians, ( one tank left); two wins for the Germans, ( one fighter and one inf.); and one mutual destruction. When the Germans won, they destroyed the Britts and their soviet soak off sub. Once the germans had both aircraft survive and the other time they only lost one of the subs!
      These were not a low luck games,( You can almost figure LL outcomes without having to play them).
        So what happend to my Baltic dash you ask? Well, the Royal Air Force, promptly sank them without a loss, both times  :cry:!!!
        Sometimes I think that die server is all about payback  :wink:.
      So then in game 4 I built a destroyer in the baltic on G1 and waited until G2 to make the dash. I also ran the Straits with my Med BB, it and 2 luftwaffe ftrs from Lybia destroyed the USA DD and 2 transports sitting off of Tunisia, with the loss of both ftrs  :x.
        Now I’m looking at joining up in G3!
      Sweet   :-D

      Being a retired Naval Airman, it was all I could do to not buy an AC for the Kriegsmarine. I mean if your going to go navy, you gotta go flat top. IMHO, They are just too expensive in this game.
        Crazy Ivan  :roll:

      posted in Axis & Allies Revised Edition
      Crazy IvanC
      Crazy Ivan
    • RE: G1 Channel Dash/Split?

      :-D
        Ya what he, (U-505) said.
      Besides, it’s fun to just see the look on your opponents face when you put that extra sub in the Atlantic, and say," Wolfpack Attack!"
      Come on guys and Gals, it’s all about the fun!
      And you can always forgo the attack on the UK fleet behind England and attack the transport off of eastern Canada with one sub, leave the other where it is, and if your sub survives the attack, submerge, and then on UK1 the britts can’t invade north Africa from the Atlantic. Which means no USA fighter there on USA1. Very couter-attackable for the German player should the USA feel it neccesary to go ahead and land there on USA1. Now with the channel dash fleet sitting in the English channel, and two subs cutting off the north Atlantic fleet and the Med fleet at Gabralter, I say bring on the USA1 fleet. With all my air within range, it will be a great day for the Kriegsmarine on the High seas! Not the usual, shooting fish in a barrel, (Baltic dead pool) scenario.
      So, I say, If you gotta go, go out fighting.
          Respectfully,
                  Crazy Ivan  :roll:

      nothing ventured
          nothing gained

      posted in Axis & Allies Revised Edition
      Crazy IvanC
      Crazy Ivan
    • RE: G1 Channel Dash/Split?

      :-o
        If Germany bids a sub, and places it in the mid-atlantic with its’ other sub, (wolfpack!) and attacks the BB and Transport off of England with the 2 subs and the fighter from Norway and the Bmr from Germany, it can really take the teeth out of a British attack on the channel dash units.
      Or, just leave the Atlantic sub where it is and block the Britts from attacking the dash units. This also slows the Britts from supporting the North African campaign, and distracts them from sending air defence to Russia early on. Something to upset the Allies time-table anyway.
        It works for me.
        Crazy Ivan  :roll:

      posted in Axis & Allies Revised Edition
      Crazy IvanC
      Crazy Ivan
    • RE: Landing-spot trickiness

      :-D
      Why not just keep the carrier and lose the plane? You are assured another round of combat that way.
        I don’t thnik it’s a fair shake for the naval fighters to have only one space range to go to. Why not 2 spaces?
      But to answer the Fine Question; All planes land in ther NCM phase…… doesn’t make any difference who lands first.
        Crazy Ivan
          :roll:

      posted in Axis & Allies Revised Edition
      Crazy IvanC
      Crazy Ivan
    • Fellow gamers for AA in San Diego and Orange County areas

      Oceanside, California
         Veteran player looking to play any Axis and Allies game.
              I will play regular rules, house rules and variants.
                  i can be reached on my yahoo account
                          ravensfeuld@yahoo.com
                     I am free to play most Sundays
               For online games, I use the TripleA ladder,
              but am willing to try other methods of play.
                               Crazy Ivan
                                   :roll:

      posted in Player Locator
      Crazy IvanC
      Crazy Ivan
    • RE: Trying to find any San Diego A&A board game players!!!!

      :roll:
        I live in Oceanside, and am free to play most Suday afternoons
          Crazy Ivan :-o

      posted in Player Locator
      Crazy IvanC
      Crazy Ivan
    • RE: Russian Gambit

      :-o
        There is a lot to be said for an early; ie: Round one offensive that stings Germany beyond the usual game play.
      It is rather unnerving to the Axis player and upsets his gameplay.
          Step one to victory; Make your opponent react to you, not the other way around.
        I’ve tried this a couple of times, (Ukraine, W.R. and EE). And on both occasions I was victorious in the battles, but was so thin that the German player rolled my front right up to Moscow by G3. Not a comfortable position so early in the game :-(
      But with careful planning and patience, and a little luck too, it is by no means a disaster.

      The first thing is to buy only infantry on R1. Then starting on R2 begin to buy an Artillary and a tank or two to show some counter-punch capability. Remember, The British and Americans can send in Fighter support for defense, no need for Russia to spend resources on these expensive units. Russia is far better off with tanks in the offensive anyway. it’s all about numbers of units in combat, not quality of units in combat.
                For instance,
      10 Ipc will buy one fighter = one die roll hit on a 3 or less, (if it survives the flak).
      10 Ipc will also buy you two tanks= two die rolls that hit on a 3 or less, and no flak to contend with.

      It did effect the German assaults in N. Africa, and against Karilia, as well as the Caucuses, which he didn’t take until G5, If my memory serves me correctly. 
        By then though, the Britts and US were well on the way through Norway and the middle east. Germany had to retreat, followed closely by my massive Moscow Armies. Once Germany starts surrendering income territories it’s Victory for the Allies!
      Oh, what about the Japanese you say?
          I was able to send enough Allied units their way to keep them just busy enough to throw the Germans back on their heels.

      :roll: crazy Ivan

      posted in Axis & Allies Revised Edition
      Crazy IvanC
      Crazy Ivan
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