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    Posts made by critmonster

    • RE: Multi-National forces on ATTACK

      AAP is much smaller scale as well.  i posted the comment about the subs to illustrate my point against having allies soak hits.  i doubt if any uk player would want usa to hit u-boats when it could cost them their bb!

      posted in Axis & Allies Revised Edition
      critmonsterC
      critmonster
    • RE: Multi-National forces on ATTACK

      usa hits german subs with only air and uk boats are there, germany gets to pound those ships?

      posted in Axis & Allies Revised Edition
      critmonsterC
      critmonster
    • RE: A G strategy that needs some serious feedback!!!

      meanwhile ussr hands germany their a** in europe. i like the threat of a uk invasion to force some defensive purchases but all my income in trannies is suicide on the mainland (imho)

      posted in Axis & Allies Revised Edition
      critmonsterC
      critmonster
    • RE: Germany

      it is a maybe without the russian sub but i wouldn’t even consider it with red october there. i am a believer in the fighter every round for germany approach because i like hitting fleets and sinking transports, slows the ubiquitous shuck-shuck. however, i have been enjoying observing (passively) the octo/switch duel (as have many i’m sure, thanks guys) and never thought germany would do so well when uk had both bb in the water still.  great turtle octo!

      posted in Axis & Allies Revised Edition
      critmonsterC
      critmonster
    • RE: The defence of Karelia…

      this is why i like the victory cities held for an entire round (8), it changes the game from a sack the capital only scenario to other options without making it untenable for the allies like checking at the end of usa does

      posted in Axis & Allies Revised Edition
      critmonsterC
      critmonster
    • RE: Opinions on the Role of Technology?

      i think the uncertainty of not knowing when or if is what is intended by the tech roles.  i have always been a proponent of “low” and “high” techs but if they occur on set turns for set countries all they are is really national advantages in my (limited) sight.

      that being said we generally don’t do techs, they are not balanced.  lhtr do a better job for sure but i like the “investment” approach as well (especially with the poor luck rolling i have :-P)
      i have seen games in classic change instantly and so have most of you i am sure.  maybe that is what was intended but a lucky shot in the dark should not be able to completely change/destroy the direction of another countries military machine.  force adjustment sure but not totally wipe the floor, and then have other techs that are almost a hindrance

      posted in House Rules
      critmonsterC
      critmonster
    • RE: Germany

      germany actually has a naval option now,( 8-)) if you ignore your baltic navy you put yourself in a hole in my opinion because uk/usa ramp up their trannie fleet faster.  with the lack of ability on the allies part to really effectively stop japan germany’s role is more defensive in my estimation unless you can somehow intimidate uk/usa (again you will ned a fleet in the atlantic) and keep africa longer than usual. hang on and wait for japan.  if the allies try and go for the japs then you can unleash the dogs of war on poor russia, but don’t count on it very often.

      there are tons of threads about germany on this sight, i constantly refer my play group here hoping to reduce their learning curve, i think it is working :-) our games are getting more competitive

      posted in Axis & Allies Revised Edition
      critmonsterC
      critmonster
    • RE: Japan in the Atlantic/Med.

      i agree totally, so did his partner.  we both thought that after brazil he should have turned south and gobbled some african cash and then kept going through the indian ocean and back to the pacific.  it would still have been far too out position to save his other fleet and with his land unit requirements he couldn’t build his minor fleet up to a level that would make the usa blink.  once the trannies going into asia were gone, so was the game.

      posted in Axis & Allies Revised Edition
      critmonsterC
      critmonster
    • RE: Japan in the Atlantic/Med.

      no excuse for losing his capital with only a couple of trannies.  this guy’s big mistake was banking on the usa’s unwillingness to trade at less than favorable odds to get rid of those three transports. as soon as that happened japan was nothing but a shiny toll booth

      posted in Axis & Allies Revised Edition
      critmonsterC
      critmonster
    • RE: How would you change the map?

      reduce the size of the sahara, we know what it is and where it is so get it out of egypt and give me more room in north africa! also, every island should be worth a buck so usa MIGHT go south pacific for a change

      posted in House Rules
      critmonsterC
      critmonster
    • RE: Japan in the Atlantic/Med.

      japan in the atlantic can be problematic if usa can’t figure things out.  our last game (5 player) japan sailed around argentina and landed in brazil, threatening d.c. with 3 trannies.  shut off the flow of gi’s to africa/europe and almost let germany out of the squeeze.  japan’s mistake was then taking algeria instead of sub-sahara and he got his trannies sunk  by usa.  his 2 bb full ac fleet continued to shut off the eastern usa shuttle but without trannies he was no real threat to usa or london.  with all his power in the atlantic, usa sunk him in the pacific and then we pushed him off the mainland, fun game.

      posted in Axis & Allies Revised Edition
      critmonsterC
      critmonster
    • RE: Multi-National forces on ATTACK

      i voted no as well, not only does it put the allied fleet in a quasi-multi-national attack status but the odds of it coming up, while rare (but we have seen it twice in one game with you switch) seem to be possible for the allies overwhelmingly more so than the axis.  in a game where most people state the allies have a significant advantage why have a ruling that further favors the allies?

      posted in Axis & Allies Revised Edition
      critmonsterC
      critmonster
    • RE: U.S.S.R

      i used to be a fan of strafing ukrain r1 but now i lean towards taking it, if you bring 2 armor, 2 figs, 3 inf and the art you should have 1-2 tanks left to kill 1-2 inf when germany recaptures.  it sucks losing armor but killing that nazi stuka sure helps out long term.  i like the 5 inf, 1 art, 1 arm buy with my art in cauc and the armor in russia.  i like the fighters based in russia and building my eastern defense against japan off the coast as well because once you lose that stack you can’t effectively replace it and hold off germany.  if i am sending my kaz inf to sink or persia i will land my figs in cauc turn 1 until i build my defense/buffer to deter a german assault but i am thinking of leaving that complex “open” to try and get germany to go for it instead of egypt if i pull russia next time (tomorrow! finally)

      posted in Axis & Allies Revised Edition
      critmonsterC
      critmonster
    • RE: How many Players is the perfect number for Axis and Allies?

      i like 5 since i dont get to play very often and this makes it more of a social event where we can all talk friendly trash to each other.  we also avoid blatant suggestions “buy 3 transports and two infantry, move these pieces here and these there” because then they become nothing but a dice roller.  it is more like “hey jap buddy, get your butt into asia as fast as you can, i’ll meet you in moscow!”

      posted in Axis & Allies Revised Edition
      critmonsterC
      critmonster
    • RE: Protecting India…

      you will still probably lose india, but at least now it is a speed bump for japan instead of the autobahn.

      posted in Axis & Allies Revised Edition
      critmonsterC
      critmonster
    • RE: Protecting India…

      protect will probably be inaccurate, recapture is more likely because it will most likely be in japanese hands before your forces can get near unless germany dropped the ball in egypt.  if you sail your ac south around africa you can use it in the atlantic in about 3-4 rounds. i don’t like abandoning india because it give japan a speed boost and it is against the “spirit” of the victory city concept.

      posted in Axis & Allies Revised Edition
      critmonsterC
      critmonster
    • RE: Protecting India…

      this means you have 1-2 inf in india and you are wondering how to defend it? the borneo move sacrifices india from what i can see unless ussr is sending sizable troops your way.  did you send the dd to take out the kwang trannie?

      posted in Axis & Allies Revised Edition
      critmonsterC
      critmonster
    • RE: History of the World

      this is a great game to introduce people to board games with.  my wife loves this game and it is the only one she will play.  it is shorter than a&a but still not “quick”, figure one hour per player, more if they are new to the concept.  i have the original version with the die-cut cardboard and will probably be picking up the revised version soon.  i highly recommend this game, simple (relatively) rules and a lot of variety in replay. picking and giving the empire cards is the most fun in my opinion, the expression on your opponents face when they realize they just got the inca and aztec shaft is priceless!

      posted in Other Games
      critmonsterC
      critmonster
    • RE: About air units

      an air unit landing on a island already occupied by your side? it is a movement to the island. and if landing on a carrier in the sea zone around the island that counts as the same space as the sea zone itself.  moving from island to island with fighters is extremely ineffecient, you can only move next door and then only if you own both.  this was to make carrier necessary, otherwise there would be little need to sink cash into navy.

      posted in Axis & Allies Revised Edition
      critmonsterC
      critmonster
    • RE: KJF

      if you can engage the japanese capital ships in battles that force japan to lose some, even if the usa loses more then you can push japan out of the water, they simply cannot replace the BB’s they start with and still push into asia as fast as they need to for the axis to have a chance.  then the usa player continues mounting pressure in the pacific or ferries over to sfe from alaska.  i think if you can clear the japanese navy then they will lose their asian push because usa can then funnel troops over to east asia and disrupt their supply lines, even possibly grabbing some tasty coastal territories.  it is just SO difficult against a savy japanese player.

      posted in Axis & Allies Revised Edition
      critmonsterC
      critmonster
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