:-o
71Boomer,
Was that a cat call?
Did you just cat call Jennifer?
Careful my friend, there are some big dogs on here that might start barking at you for that.
Not that Jennifer can’t handle you all by herself, but some guys love to jump in to fight for the ladies anyway. :wink:
I smite you for the “Cat Call”! :wink:
It was funny though :-)
Posts made by Crazy Ivan
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RE: Countering the conservative Russiaposted in Axis & Allies Revised Edition
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RE: Possible to make Western USA Fall?posted in Axis & Allies Revised Edition
:wink:
Well good ideas are good things! At least we love this game enough to try and make it better, right.
I may be behind the “S” curve on this one, but I have other good ideas. :wink: -
RE: How to take it back?posted in Axis & Allies Revised Edition
:-o
Complex silliness!
USA; Instead of an out of the way complex, Spend an extra IPC and buy 2 transports in E USA.
Go to central and S. Africa with 2 armor and 2 Infantry. Clear all of the African continent South of the desert. Transports can now go wherever you need them.
Let’s stay flexible with those investments.
I will never team up with an allied IC builder. Or a J1 IC builder for that matter either.
Transports, transports, transports! You know you need them, just don’t waste precious income on out of the way ICs’.
Now, if you will excuse me, I have to get back to my Travian game, damn Teuton raiders are after my resources again!
:-P -
RE: How to take it back?posted in Axis & Allies Revised Edition
:|
Silly plan Amon, very silly indeed. :-P -
RE: Possible to make Western USA Fall?posted in Axis & Allies Revised Edition
:x
I smite you IL for such a corny answer to a real good question.
But you may just be feeling giddy today for some reason, What’s up?
Good news I hope :-)
Say, did you read my Idea for Battle Zone territories? 8-) -
Battle Zones!posted in Other Axis & Allies Variants
OK, here is an idea I had to create “Battle Zone” territories, where each side is in a death-hold struggle within a territory.
The IPCs’ can be split between the original contestants, with the remainder,(if any) going to the original defender.
Here’s how it works:
After the first round of combat, the defender/s may withdraw from futher combat, much the same way as subs do when they submerge during a combat phase. This option locks the two contestants in that territory on that attackers turn.
On the defenders turn, they may either, retreat to another friendly territory, or, (send in re-inforcements from other territories, if any, and) counter-attack. They cannot just sit there and do nothing though, as this would cause a freeze up in way too many Battle-Zoned territories and slow the game down to a crawl.
Other friendly powers may attack into these Battle Zones on their respective turns.Why do I think this rule is needed?
Too often in this game we see the tide turn drastically due to one battle. Sometimes, it is not even a big battle, just so strategically important at the moment that it allows a flood of advantages for the lucky player, that the game is essentually over before it should be. So, by locking the territory up for a chance to send in those strategic re-inforcements can save the day, and continue the game.Additionally;
Capitals and Territories with ICs’ in them may still produces at 1/2 their normal capacity, rounded down.
For savvy programmers,This would be fairly easy to do in a computer game, just give the ground and air units the option to submerge in the units file. -
RE: I dont understand you guysposted in Other Axis & Allies Variants
:|
I think that most people want to play as balanced a game as possible, within a resonable time frame, that is why they avoid the NAs’.
Things can get pretty out of wack in a hurry when one side gets a good set of NAs’ and the other doesn’t.
Granted, it is all about choosing a good strategy, but most players would like to start out with some balance to the game. :wink: -
RE: A few dumb newbie questions…posted in Axis & Allies Revised Edition
:|
There is no such thing as a “dumb” Newbie question.
Only the question of; “a dumb Newbie” is plausible.
And if a Newbie is asking for advice on this site, then he may not be dumb,
Gullible maybe, but certainly not dumb. :-PThis observation is coming from a guy who calls himself; Crazy Ivan!
Please ignore the crazy man, he has had 4 hours of sleep in the past 30 hours :-o
:-D……Gaming, gaming, gaming… :-P
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RE: Countering the conservative Russiaposted in Axis & Allies Revised Edition
:|
I have not played a super conservative Russian as you have described so I can’t give any experienced advice, but I might try to counter his/her strategy of uber-defence with a G1 buy of as many panzers as I can. this sends the message that if you push that stack forward, I’m gonna give it a good thumping on G2. They will most likely not risk an early showdown in the Ukraine and hold up in West Russia to counter a German push into Karilia.
Then on G2 through G4 buy mostly Infantry and an artillery or two per round.
Once your Infantry and Artillery is on a par with the Russians, you can consider the push through Belorussia or the Ukraine.
This, combined with a strong push by the Japanese should force the Russians back into the Motherland. that will be one tough nut to crack, especially if the UK and USA has been pushing in the lend-lease for a turn or two.
IMHO, This Russian strat leads to a long boring game, but usually a winner for the Allies, ( cause I go to sleep and make stupid moves). :-P -
RE: Possible to make Western USA Fall?posted in Axis & Allies Revised Edition
I sometimes can catch the USA off guard when I go from capturing NZ to the tip of south America with a fleet headed for Brazil. If the USA dosen’t catch it, I can quickly back track up the west coast and invade Los Angeles!
With 3 transports at Japan, I invade both Alaska and Western Canada, build two more transports, 2 tanks and two Infantry for follow up. Actually have done this several times, but never have been able to hold on to it for more than three rounds.
Helps the germans out though, diverting the USA pipeline to Europe for that many turns. :-)
Good luck catching anyone after this post though, they will all be watching for it now :|
Oh well, there is always another Noob around the corner :lol: -
RE: How to take it back?posted in Axis & Allies Revised Edition
Well, not bad advice, but I would have both UK armor and the USA tank in Algeria with 2 USA Infantry and two UK infantry, plus the USA artillery along with the USA fighter. And yes, Off shore in the fleet would be; the UK battleship, USA destroyer, two each of both UK and USA transports, and finally the Russian sub joins in on R2.
I also agree that the attack on the German troops in Egypt is a good idea, even if you don’t get it back, you should try to reduce his forces in Africa anyway. :wink:
Happy gaming! -
RE: Quick and dirty battle calculationsposted in Axis & Allies Revised Edition
:-)
Quick and dirty;
I look at how many tanks and planes I have attacking and divide by 3. that is how many hits I predict they will make.
Infantry; divide by 10 if attacking, by 6 if defending, (Of course if Artillary and matching Inf are in the battle, divide by 6 when in the attack).
I pretty much do this in my head, (which at my age may not be a good thing anymore) but it seems to come out pretty close to the end results after all the die have been thrown, hmm yes, even those that went across the room! :-P -
RE: War storyposted in Axis & Allies Revised Edition
Quality vs quantity
timidity vs tenacity
technology vs trueism
might makes right!
But luck doesn’t have anything to do with it? Sorry, but that just doesn’t seem to fit.
What was it the TBM pilot radioed back to his carrier air wing commander as they found the Japanese Imperial Carriers just north of Midway Island? Oh ya, " What good Luck!" " We caught them with their decks full!"
Yes my friends, “Luck” often is what gives one side the advantage, despite all the other multipliers of a battle.
That is why some gamers will never play LL, as it will reduce their chances for luck being a big factor in winning or losing their game. That way, they can always blame it on the “dice” and not their abilities or strategy. -
RE: Bunnies P Wrath's Running Strategy Postposted in Axis & Allies Revised Edition
:-D
This game is all about trying something different, may not always work, but it keeps it interresting :wink:
It is my experience that no matter how great a strategy may be, the dice will still make you lose :cry:
Or win :lol:
So try anything, and just have fun :-D -
RE: LL Challengeposted in Axis & Allies Revised Edition
:|
I’m sure it means;
always deliberatly screwed! :evil: -
RE: War storyposted in Axis & Allies Revised Edition
:x
Aldertag,
I smote you for bringing real life examples into this game.
we all like to feel like the dice are not our friends/ or are unrealisticly for us from time to time.
How come I never get any dice like that!?! :-P
Otherwise, I like ya. :wink: -
RE: Do you prefer playing axis or allies ?posted in Axis & Allies Revised Edition
:-(
Nope, topic degeneration has set in. :cry: -
RE: Questions about AAgunsposted in Axis & Allies Revised Edition
:-o
The AA gun always belongs to the original owner, except when captured by an opponent or, after the original player losses their capital, then it will belong to whomever has it in their territory. :wink: -
RE: UK1 Fig-attack on the Solomon subposted in Axis & Allies Revised Edition
:roll:
Well this info is all good if UK1 doesn’t send the fighter, but he asked what to do when they do send the fighter.
Also, it seems that the Aussies love to invade New Guinea and the Indians like to hit Borneo. Both of these, and the DD off of Kwangtung must be dealt with. And some players sacrifice the carrier as a block off of French Indo China!
So, even if the UK1 was even half successful against Japan, Japan has some serious early expansion problems. In this case, I have forgone the 52, (Pearl) attack altogether on J1 without enducing immediate serious consequences. Of course those units in 52 will be a problem at some point, but at least the UK Royal pacific fleet won’t be around to compound the problem. Japan needs to destroy all they can, every turn, both at sea and on land, but avoid stretching yourself too thin, and too close to even a moderate strength counter-attack. :wink:
PS: Watch out for the UK bomber if it is landed in Russia or the Caucuses as it may be hunting unprotected Japanese transports next turn. :wink: