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    Posts made by d142

    • RE: How to get german boots to the russian front?

      the total force that could attack karelia, at round 1 would be 3 infantry, 1 artillery, 3 fighter’s, and 1 bomber, karelia could be taken with all the land unit’s, that could mean losing all the aircraft, if land unit’s are selected as losses, there is no way that karelia can be held from a determined russia player, i think that 4 land unit’s at karelia would be a deterrant to the russia player and the u.k. player to attack at round 2, there is a good chance that the attack could be a great success, there is also a chance that it could end with all aircraft and some land unit’s lost

      posted in 1941 Scenario
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    • RE: How to get german boots to the russian front?

      a first round attack at karelia with at most 4 fighter’s, 1 bomber, 1 infantry and 1 artillery, against 5 infantry, and 1 artillery, would hit at best 4 at the first round,
      if all aircraft survive the anti-aircraft gun, with the defender hitting 1-2 at least, that mean’s that the land unit’s, or 2 aircraft would have to go,
      if you lose the ground unit’s you can not take control of the territory, a second round could bring more losses, with no way of reinforcing karelia until g2, are 2 i.p.c. worth all that airforce, with russia left with 4 infantry and 1 armor, they could easily take out 1-2 ground unit’s, at the next round

      after russia 1, the axis could face 7 infantry, 2 armor, 1 fighter at the caucasus, with reinforcement and non combat movement, for the 41’ scenario there is no nescessity for russia to reinforce at russia, russia can send all it’s unit’s to the front, to slow down the german attack, and build at russia at round 2, if the caucasus has not been captured by round 2,
      that would mean that the axis had lost a lot of unit’s there, and if that happen’s you have to rebuild from germany again,

      if you give the russia player 1 easy round without taking territories or by losing unit’s for a hopeless battle, and set germany back 1-2 round’s, that is all the initiative that the russia player need’s to counter strike, if russia get a foot hold at a gray territory, it is as good as game over for germany,

      if you give the initiative to the russia player they can easily send 1-2 infantry, 1-2 armor east to stop a japan attack,
      if russia take poland and romania/bulgaria that almost gives russia twice as much i.p.c. as germany, russia can then pick off the german unit’s that are sent east, and with less i.p.c. to spend, france and scandanavia would fall within 2-3- turn’s

      i think that an all out attack at the eastern front is a bridge too far, and far too risky,

      the german player need’s to constantly attack at the red territories, or at least stop a russia advance,

      if the strategy work’s for you, post it here

      posted in 1941 Scenario
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    • RE: How to get german boots to the russian front?

      to place an i.c. at a captured territory, you would have to hold that territory for 1 round,

      posted in 1941 Scenario
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    • RE: How to get german boots to the russian front?

      the drawback to taking karelia at the first round is that if you lose more than 2 unit’s, you would have to lose some fighter’s to take the territory, and it is more than possible that an attack would be unsuccessful, or it would be taken straight back from germany, if you take the baltic states you can use a ground offensive to take karelia, there is also the option to transport to finland, and wait until round 2 or 3, when there is enough of a force to have a serious go at karelia, that would serve your airforce more, aswell as the ground unit’s, it would give a greater foothold at the territory, and save some of the valuable aircraft,
      ( not the best option if the defender has radar )

      karelia can be tricky, although to take karelia at g1 can stop a build up of unit’s, and push russia further back, there are not enough unit’s to make certain of victory at all point’s at the eastern front at the first round, and if the attack’s are weak, a strategy could head for disaster, with only 2 artillery to back up 10 infantry, the odd’s of a sweep of all opposing border’s is not guaranteed, if you go too far, you open up territories with more infantry, and the farther you go the more unit’s you lose, i.e. karelia and ukraine, both of those territories need a lot of unit’s to take and hold out against a  counter strike

      posted in 1941 Scenario
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    • RE: How to get german boots to the russian front?

      you also need to repel an attack at norway or finland, buy a cruiser and a destroyer to reinforce your starting fleet,
      use your submarines, keep your fleet together, control the north atlantic and north sea, this should repel a amphibious assault at norway, keep 4-5 infantry at norway, and if you have a fighter, put 1 at norway,  use the transport at s.z. 5 to move infantry from germany to norway,

      posted in 1941 Scenario
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    • RE: How to get german boots to the russian front?

      guard your starting airforce, it would take a long time for the s.u. to build an airforce,

      build a lot of armor, you need that to move quickly at the eastern front,

      you also need a lot of infantry and artillery, move your infantry and artillery to forward position’s, guarded by armor

      build more infantry at the early round’s to make time to move toward russia

      if you have not broken the second line by turn 3, you are in for a long hard struggle

      karelia would be an objective, because of the 5 infantry that are there

      with good planning russia can withstand almost any type of attack from germany,
      during the early round’s russia has no airforce,

      buy a bomber to consolidate the existing one at germany,

      when attacking the second line concentrate the main focus of your attack above or below the german n.o. marker
      use a secondary force, reinforced with aircraft to attack and repel the other front,

      by the start of turn 4 you could have enough to attack russia, do not fall into the trap of trying to hold onto every territory, russia is the objective, and for this, you need karelia solidly, and the first line, you only need 1 territory from the second line to attack russia, if you have been moving infantry forward to the front line, you should have 5 -10 infantry for a first wave assault at russia, your second round infantry should be behind these, you should also have 2 bomber’s 4-5 fighter’s, 4-5 armor, and some artillery to boost your infantry attack, russia is not an attacking force until round 2,
      it would be round 3 before you see the deployment of russia’s force, if the russian player has purchased 4 - 6 armor, this
      can strike at the second round, and with the starting infantry, can cause a lot of damage to a weakly defended german attack,there is a great distance between germany and russia, therefore if you lose your frontline infantry, you end up with a see-saw effect, germany pour’s armor forward, it takes 2 turn’s to get to russia, by that time russia has deployed large infantry, and armor to repel the invasion,

      personally, i think that if russia has not been taken by round 5, you would need japan

      also if the u.k. play’s patiently and send’s it’s airforce to russia, you definetely need bomber’s to take russia

      posted in 1941 Scenario
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    • Japan > u.s.

      has anyone been successful with a strategy that aims to take the western u.s. at turn 4,

      if the u.s. player concentrates their i.p.c. on buying a pacific fleet or a atlantic fleet, and neglect’s defending the continental u.s. by turn 6 the u.s. could be out of the game,

      if japan organises the entire pacific fleet, and buy’s a transport, and cruiser’s, and 1 aircraft carrier and 1 or 2 artillery, they can strike at the u.s. by turn 4,  the u.s. would need a strong defence of western u.s. or they would be completely over-run, including a pacific fleet that may be used to stop a japanese amphibious assault,

      the japan player would have to take some of the pacific island’s, and consolidate their other territories,

      the force of the japanes attack with 8 fighter’s, 1 battleship, 2 destroyer’s 2 cruiser’s, 4 aircraft carrier’s, and 5 transport loaded with 5 infantry, 1 armor and 4 artillery for a amphibious assault would be too much for the u.s. to defeat

      and with fighter’s surviving from the attack, the u.s. would completely crumble if the initial attack were successful

      posted in 1941 Scenario
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    • RE: AA50 Rules Errata and Q+A

      yeah, that make’s sense, it should have been stated in the rulebook that aircraft can not hit enemy sub’s without a destroyer involved with the attacking / defending force, i suppose that is what errata, and official faq are for

      posted in Axis & Allies Anniversary Edition
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    • RE: AA50 Rules Errata and Q+A

      i think that krieghund is the official rules question, answerer, i will forward this question to krieghund, or anyone that has the official answer

      there is a game going on at forum, and italy attack’s the u.k. with 3 sub’s, 1 sub hit’s, the u.k. is destroyed,

      have the two fightrer’s that are defending an oppurtunity to fire back at and hit the sub’s

      there are 3 attacking sub’s 1 defending aircraft carrier and 2 defending fighter’s

      some of the player’s agree that the fighter’s can not hit the sub’s

      i have been reading the rulebook, and can not find a reference that states that defending aircraft can not hit sub’s

      all the AA game’s that i have played, fighter’s could always attack sub’s

      posted in Axis & Allies Anniversary Edition
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    • RE: An extension of the 'limited IC' idea

      what about buying i.c. for 3 i.p.c. and and if you buy 3 i.c. at a 3 i.p.c. value territory you could build 9 i.p.c. value of unit’s there, i.e. 3 infantry, or 1 artillery, 1 armor,

      for the system that you have made, i think that the cost of i.c. would have to be very low,

      i.e. france has an i.p.c. value of 6, if a player wanted to build 4 infantry at france or 2 armor, 1 fighter, 1 infantry, they would have to spend, 20 i.p.c. for 2 factories, or 40 i.p.c. for 4 factories

      posted in House Rules
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    • RE: Small ICs

      i do not agree with that rule, for the standard, 41’ - 42’ AA 50, scenario’s because japan can build 2 i.c. within 2-3- turn’s, for 21 i.p.c. and germany can build 2 i.c. for 21 i.p.c. at the first round, it is not a fair rule,

      i suggest that to solve the issue of cheaper i.c. a rule that would state that a base i.c. can be built for 6 i.p.c., that would have a production value of 1, and for each production value point after that would cost 3 i.p.c.,

      a territory with a production value of 5 or more would cost 15 i.p.c.

      when uprating to a larger capacity factory take a damage marker away from a stack that could be set beside the factory to indicate that the factory is not at full production

      posted in House Rules
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    • RE: AA50 Artillery suggestion

      you could use artilley as a coastal bunker, cost 4, defense 1, attack 1 / with the rocket development
      they can not be destroyed, and can be used by invading force’s, build as many as are needed, stack control marker’s to know how many coastal bunker’s that are at a territory,

      i do not think that your idea would throw the game out of balance, it could lead to a lot of sunken ship’s, with the artillery hitting at 2, or less coastal bombardment, with player’s avoiding the territories that have a heavy stack of artillery,
      it could also work to the attacker’s advantage with artillery used for attacking ship’s,

      the bunker’s could be upgraged to attack invading amphibious assault forces,
      although i think the cost would have to be revised

      the defending player could choose to disable a bunker as a combat casualty,
      amphibious assault’s could be conducted as a prelude to the invasion,

      if the invasion would be successful, the attacker would take control of the bunker’s,
      if the defender would be successful, the bunker’s would be operational at the start of the next turn

      posted in House Rules
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    • RE: AA50 - Capital Ships and Damage - House Rules

      there could be many classes of each ship type,

      i.e. 3 hit battleship can take 2 damage, and cost 27

      2 hit battleship, 1 damage, cost 20

      3 fighter carrier, 2 hit, 1 damage, cost 24

      2 fighter carrier, 1 hit, cost, 14

      a battleship hit’s at 4, until it is reduced to 1 hit

      battle cruiser, 2 hit’s 1 damage, cost 17

      if you develop the super submarine tech, your standard sub cost is reduced by 1

      fast destroyer’s, move 3, cost 12,

      heavy transport, capacity doubled, cost 12,

      if a ship has to be repaired, which i think they should, they can not attack make a combat move when damaged,
      they must return to a shipyard, and pay 1 i.p.c. per damage, or stay at the shipyard for 1 turn,

      ship’s at a shipyard can not be attacked, except by s.b.r. which can increase the cost of repair by the number that is rolled on the dice

      the playing pieces could be easily made distinguishable by placing a control marker beside each uprated ship

      posted in House Rules
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    • RE: Focused Research

      the problem with researcher’s failing is that you can spend a lot of i.p.c. trying to get tech,

      an idea that can be used is that for each researcher token that you buy, you have 1 more number that can be hit by rolling the dice, i.e. buy, 3 researcher token’s, you get a breakthrough if you roll a 4 -6, if you buy 4 token’s roll 2 dice individually, 1-3 on the first dice = no breakthrough, 6 on the second dice = a breakthrough, for each 3 token’s that you buy, you can roll a 4-6 on 1 dice to get a breakthrough

      i know that most new tech that was developed during world war 2 was new technology that came from new idea’s, and required a lot of work and development, the idea of a researcher making a breakthrough and developing tech from that breakthrough is a great idea, however i think that tech is portrayed as too random, tech could be a lot more targeted,
      i.e the tech chart could be divided into group’s of 2 or 3, and when a breakthrough is made, the player could roll for a more targeted tech, there could be tech that is developed from the idea of greater industry, or new weaponry mechanism’s, or a breakthrough from aircraft or fuel engineering

      another option would be that a player could roll 2 dice when they roll a breakthrough dice, and choose the best option for that time of the game,

      posted in House Rules
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    • RE: Small ICs

      the first thing that i would say is that if a player buy’s a factory for 5 i.p.c. at a 1 -5 i.p.c. value territory, that mean’s that they have spent 5 i.p.c. for the production of 1-3 unit’s there every turn, if that player spend’s 15 i.p.c. for 3 armor, or 36 i.p.c. for 3 bomber’s, i think that the lower cost of factories is justified, when taking into consideration that the average i.p.c. per turn is 30 - 45,

      factories can be built anywhere, especially during wartime, all that you need is a supply route, for import and export, and a workforce,

      @Imperious:

      Introducing 3-4 different factories=not fun
      Introducing 3-4 more combat units= possible fun

      3-4 factories = more fun, because with the capacity of a factory set at 3, you could build 3-4 factories at large i.p.c. value territories to reach the maximum production, at a valuable territory which is worth 10-12 i.p.c. you can build up to 4 factories at a territory and each one is designated to a particular job, i.e. build land unit’s, aircraft or sea unit’s,

      more option’s = more fun,

      i have an idea for a combat unit,

      mechanized anti air unit

      cost / 5 /  attack / 1 /  defense / 1 / move 2

      these unit’s are used against aircraft, when there is aircraft present at combat, each anti air mech unit get’s one shot at an aircraft, per round, with the radar ability they hit at 2,
      they have no attack value against ground force’s,

      there may be a need for aircraft to have an ability to pinpoint these unit’s’,
      they could do a lot of damage to an invading air force

      posted in House Rules
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    • RE: Small ICs

      i have been working at a similar idea,

      this is the way that it work’s

      build an i.c. for 5, production value of 3, or territory i.p.c. value

      the i.c. mechanic that i have been developing is for a large scale AA game,
      with factories for land, air and sea, it is designed as a factory capacity, not a territory i.p.c. value capacity,

      it would work aswell for a game of AA, using the standard map, and all unit’s could be built there

      for a territory that has a value of 5 i.p.c., you would have to build two factories to get total production capacity, at a cost of 10,

      the S.B.R. damage would be double the territory value,

      i like the idea of reducing the cost of the i.c. because sometimes you need unit’s at a front, and cant afford to buy a factory for 15 i.p.c. while spending 15 i.p.c. for a factory at a 1-3 i.p.c. value territory which may be lost does not make good sense,

      and the idea of uprating the i.c. when you have taken steady control of a territory, is a good one

      posted in House Rules
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    • RE: AA50-41 PBF Tourney Discussion (Sign-up - Closed)

      my vote is for a 15 victory city game, anyone who think’s that they can not win before that could concede,
      i think that with the timescale for this tournament, 15 v.c. would work

      1.  Mr Morden               
      2.  Jennifer               
      3.  Uberlager
      4.  flesh_pile
      5.  Danger Mouse
      6.  Lynxes                 -13 VC
      7.  Questioneer
      8.  a44bigdog
      9.  eudemonist
      10. MatildaMike
      11. Perry                   -13 VC
      12. Funcioneta           -13 VC
      13. anchovy
      14. BigRedOne            -13 VC
      15. Bardoly                -looser conceeds
      16. Ogrebait
      17. tcnance
      18. Botider
      19. atarihuana            -looser conceeds
      20. P@nther
      21. DY
      22. Dutchmand
      23. d142                    - 15 v.c. / loser concede’s
      24. DM
      25. Zygmund
      26. Bigbadgoo
      27. Gargantua
      28. Demolition Man
      29. OperationTorch
      30. Telamon               -looser conceeds
      31. JonMiller
      32. souL

      posted in Axis & Allies Anniversary Edition
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    • RE: Help with Abattlemap

      i found the Abattlemap AA50 program at this site, i had installed it and then lost the 42 scenario, i downloaded the 42 scenario and installed it,
      the 42 file appear’s at the battlemap screen, the problem is that it wont load

      posted in Software
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    • RE: AA50-41 PBF Tourney Discussion (Sign-up - Closed)

      1.  DM
      2.  Jennifer
      3.  Uberlager
      4.  flesh_pile
      5.  Danger Mouse
      6.  Lynxes
      7.  Questioneer
      8.  a44bigdog
      9.  eudemonist
      10. MatildaMike
      11. Perry
      12. Funcioneta
      13. anchovy
      14. BigRedOne
      15. Bardoly
      16. Ogrebait
      17. tcnance
      18. Botider
      19. atarihuana
      20. P@nther
      21. DY
      22. Dutchmand
      23. d142
      24.
      25.
      26.
      27.
      28.
      29.
      30.
      31.
      32.

      posted in Axis & Allies Anniversary Edition
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    • RE: AA50-41 PBF Tourney Discussion (Sign-up - Closed)

      count me in,
      i have just got the AA 50 rulebook, and battlemap

      posted in Axis & Allies Anniversary Edition
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