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    Posts made by dakgoalie38

    • RE: American split income?

      @Brain:

      Well then, should Germany have to split its IPC’s betwen western and eastern fronts?

      No, I never said this.  Please explain why you implied this.

      Also, for clarification, fronts are different than theaters.  Europe and Pacific are opposite sides of the world, Eastern Europe and Western Europe are on opposite sides of a small continent, and will likely be serviced by only one major German factory.

      I would also make two central USs to make moving forces between theaters even more difficult, but this is unlikely.

      posted in Axis & Allies Europe 1940
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      dakgoalie38
    • RE: American split income?

      @Brain:

      What is to keep the pieces purchased in one theater from moving to the other.

      Nothing.  If the US chooses to build units in the Western US and send them to the Eastern US, then I see nothing wrong with this.  I just feel there is already a lot built into this game that would make players keep most units built in the Western US in the Pacific, except for maybe the occasional plane.  Firstly, having to send ships through the Panama Canal and having to send infantry two spaces (assuming there is still a central US) takes a lot of time.  I understand that a player could just build planes in the Western US and send them east.  However, in this game the US actually starts with a surface fleet that Japan can’t destroy half of in round one, meaning the US does not have to devote 100% of its resources in the first few rounds of the game to put up a fight in the Pacific, as it did in other games.  Also, with Australia, China, India, and the DEI worth much more than they were in any other game, it seems as though even if Europe were taken, Japan would still be able to defeat all of the allies (minus Australia) singlehandedly if the US leaves the Pacific alone.

      The purpose of having the split income is so that the US can’t just put 100 IPCs right into the Atlantic or right into the Pacific.  If the US could spend all of its money on transports for the Atlantic, then I could see a D-Day happening 3-4 turns after the US enters the war, which is totally unrealistic.  If the US decides to go 100% KGF and had to send transports around through the Panama canal, that could delay this by 2-3 turns.  If they just built planes in the WUS, and assuming the US has to spend at least its 40 IPC WUS NO bonus in the WUS that would still be 4 fighters vs. 3 transports with 5 infantry and 1 artillery.  While option 1 would certainly not be a bad choice, option 2 would help the US invade Europe much faster if built on the first turn after war is declared.  If spending 100% of income in the
      EUS, the US could just do an all transport and ground unit build turn 1 after DoW, fighters and tac bombers T2, and Strategic bombers T3, and then the US would have a much larger invasion force than if the income were split, since it would have more ground units from T1 build and would be able to get all of its planes to UK quicker from EUS than WUS, since T3 strategic bombers would likely reach UK a turn faster from EUS than WUS.

      Likewise, if the US could place 100% of its IPCs in the Pacific, this would give a huge advantage to the US vs. having to place at least 40 in EUS because the US could build 2 extra BB in the Pacific T1 after DoW, making a nearly invincible US fleet right off the bat.  Had the US had to put 4 planes in EUS rather than 2 BS in WUS, then Japan could hypothetically knock out much of the US Pacific fleet before the planes arive at the carriers that were likely built to put them on, giving Japan one extra turn of free roaming in the Pacific to take some valuable islands rather than worrying about 2 extra US BB.  Oh, and they could also take some more islands with US airbases preventing the US from using those planes to scramble.

      So while the US can certainly go all out KGF or KJF even with split income, the split would delay the US forces by one or more turns, enough time for Germany to gain some valuable ground in the USSR or for Japan to take a few more islands or stage an attack on Australia.  This combined with the increased number of SZs making moving ships between theaters a lengthy task.  This makes it more efficient to use units built in a theater in that theater.

      posted in Axis & Allies Europe 1940
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      dakgoalie38
    • RE: American split income?

      @i:

      @dakgoalie38:

      Sorry if this has already been suggested, but I read the first and last pages and did not want to read the other seven.

      thats a little laze then isnt it?

      You could say that.  I don’t have all day to devote to reading a forum for a board game.

      posted in Axis & Allies Europe 1940
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      dakgoalie38
    • RE: American split income?

      Here’s what I think.

      In Pacific, the 40 income bonus from the US entering the war is a national objective.  If there is something similar to this in the European theater, then here’s how I think it will work.  The US income (not including national objectives, meaning not including the 40 bonus) will be combined.  However, the 40 IPC bonus from declaring war on Japan can only be spent in the Western US, and a similar bonus in Europe can only be spent in the Eastern US.  So the income excluding national objectives will be shared, however, national objective bonuses for entering the war can only be used in the theater in which they get the bonus from entering.

      For example, let’s say the US is only an Eastern US and Western US.  Each territory is worth 10 IPCs, meaning prewar US income is 20 IPCs.  This means that the US can spend these 20 IPCs anywhere it wants.  Now let’s say war is declared, and the Western US income increases by 40 along with the Eastern US income due to national objectives, putting the total US income at 100.  The 20 IPCs from regular territory income can still be spent in either theater, but the 80 IPCs from national objectives can only be spent in the territory they were earned in.  This means if the US went all out KGF, the maximum IPCs they can spend in the Eastern US is 60, and they would still be required to spend the 40 IPC bonus in the Western US.

      Sorry if this has already been suggested, but I read the first and last pages and did not want to read the other seven.

      posted in Axis & Allies Europe 1940
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      dakgoalie38
    • RE: Operation Sealion

      The allies can easily counter this by keeping their forces in the UK.  The only thing this can help with is keeping allied reinforcements out of Africa since they will need their navy to defend the UK, but Africa isn’t worth an entire turn worth of German IPCs.

      posted in Axis & Allies Revised Edition
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      dakgoalie38
    • RE: Unbeatable Allied Strategy

      For those questioning what the UK should do, now hearing about the Larry Harris Tournament Rules it depends.  If playing a normal game without the LHTR, then UK should do an India factory to stop Japan from advancing too far and should use its transports to get into Africa, and then once Africa is taken back the forces there can move east to assist the factory in India which by this point should be close to being taken by Japan.  Of course, the UK would sieze any opportunity to make landings in Europe if Germany went weak on defense.

      If playing with LHTR, then I would suggest doing what most other people suggested and use Britain to assist in bombing Germany.  Russian bombers, like Jennifer said, would be pointless.  With Germany losing 32 IPCs per turn, Russia should have double their economy and therefore should focus on ground forces.  Germany doesn’t have to be completely bankrupt for Russia to win, it just makes it easier.  But if Russia focuses on bombers, it sort of ruins the whole point of going after Germany since you then have a weakened Germany with nobody to take it over.

      posted in Axis & Allies Revised Edition
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      dakgoalie38
    • Unbeatable Allied Strategy

      I’m sure this has been discussed before, and possibly a way to beat it has even been found, but I’m new here and the search function doesn’t seem to be working right now.

      Anyway, I was playing as Japan a while back and someone used this strategy on Germany and basically left me fighting the war alone.  Anyway, I was able to take India, China, and Buryatia on J1 and by J3 I had taken Western US.  Things were of course going pretty well for me.  Unfortunately though the US player had some extremely lucky dice rolls early on and researched heavy bombers on US1 with only one die and long range aircraft on US2, again with only one die.  So anyway, I was in the Western US by turn 3, thinking that the US, which of course had been going KGF which allowed me to take the Western US, wouldn’t be able to have it back.  Well I forgot about their upgrades and by US5 they had it back.  But even with the Western US back in American hands I began stepping up my invasion of Asia again.  Unfortunately though the German player had made no advance into Russia and the US at this point had 5 heavy bombers.  So basically Germany was reduced to an overwhelming income of 0 IPCs per turn and Russia was able to put full focus on me, and of course we lost.

      So after seeing how easily heavy bombers could decimate the German economy, I decided to play as the allies and see if I could focus on heavy bombers only and win a game through decimating the German economy.  What I did was every turn I built 2 bombers and use 10 IPCs to research heavy bombers.  After I got heavy bombers (which I did on turn 1) I used the 10 leftover IPCs to build transports for the atlantic.  By G5, Germany had only around 20 IPCs in the bank and by turn 6 they had nothing.  Russia was then able to both push into Germany and take it over all while fighting off the Japanese from the East.  It worked like magic.

      For any of you still unconvinced, let me give you a quick rundown using extremely conservative estimates.  Your starting bomber would begin bombing by US2, taking away 3-4 IPCs if you don’t have heavy bombers yet.  Your next two bombers would begin bombing on US3, and by now you should have heavy bombers since you should have had six rolls at it by now, unless of course you are extremely unlucky, and you should take away about 21 IPCs from Germany.  By turn 4 you should have 5 bombers, and assuming one is shot down, you should take away 28 IPCs from Germany.  Next turn you should have 6 bombers, and again assuming one is shot down, you should take away 35 IPCs from Germany.  And by turn 6, you should have 7 bombers, and if one is shot down, you should take away 42 IPCs and Germany should have a whole 0 IPCs in the bank and Russia on their doorstep from the last 3 turns of operating at half economy (which is also why I assumed that their economy hadn’t passed 40).

      Also, I’m not too sure about this one, and I can’t find my rulebook, but is it that each bomber can only take away the equivalent of the territory value, (10 IPCs from Germany) or that overall a territory can’t lose more than its value to strategic bombing raids in one turn?  If it is the first one, then scrap this whole plan, (although two heavy bombers attacking Germany and one attacking Southern Europe might work well) but the second one works in the online version so I would assume it’s right.

      posted in Axis & Allies Revised Edition
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      dakgoalie38
    • New Rules I Made

      I made two new rules to that can help change strategy and make the game more historically accurate.  They are air transports/paradrops.  You need bombers for this.  For air transports, you can carry anything you can on a transport on a bomber and land it in another friendly territory where it drops off all units in the air transport, but aa rules apply if you fly over an enemy aa gun.  Also, once the bomber lands it stays in that territory for the rest of the turn.  In paradrops, you take a bomber and use it to transport 1 or 2 infantry to either an enemy or friendly territory and then fly it back to a friendly territory.  Again, aa rules apply.  Also, when paradroping into enemy territory the bomber can’t be used both to paradrop and bomb, you either send in two troops or use it to bomb, not both.  Also, if an aa shoots down a bomber with units on it, the bomber as well as the units are lost, and if attacking an enemy territory with an aa gun with paratroopers, the aa gun fires at the bomber before the paratroopers are drooped.  One more thing is that you cannot use bombers used in an attack, airdrop, or bombing raid during the combat phase as an air transport or to paradrop into friendly territory in the noncombat phase.
        Another new rule I made is neutral armies and territory value.  With this, you give neutral territories armies and value so that it becomes legal to take these territories, but you have to fight a neutral army first.  Also, as soon as you attack a neutral territory, the territory and troops in that territory are turned over to one of your enemy nations until you take it over.

      posted in Axis & Allies Revised Edition
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      dakgoalie38
    • My Rules

      I made two new rules to increase game length, alter strategy, and make it more historically accurate.  One is that in round 1, the United States can purchase, but it can’t attack or move, and the Germans can’t attack the Americans or take their convoy zones.  The other is three capital elimination for the allies.  This will cause the Germans to rethink an all out attack on the Russians and focus some of its money and troops on defense.  I used these rules as the Germans and won (almost, I had Moscow and England and my troops were in Canada when my cousin had to leave).Â

      Also, another rule that I never tried yet is air transports/paradrops.  You need bombers for this.  For air transports, you can carry anything you can on a transport on a bomber and land it in another friendly territory where it drops off all units in the air transport, but aa rules apply if you fly over an enemy aa gun.  Also, once the bomber lands it stays in that territory for the rest of the turn.  In paradrops, you take a bomber and use it to transport 1 or 2 infantry to either an enemy or friendly territory and then fly it back to a friendly territory.  Again, aa rules apply.  Also, when paradroping into enemy territory the bomber can’t be used both to paradrop and bomb, you either send in two troops or use it to bomb, not both.  Also, if an aa shoots down a bomber with units on it, the bomber as well as the units are lost, and if attacking an enemy territory with an aa gun with paratroopers, the aa gun fires at the bomber before the paratroopers are drooped.  One more thing is that you cannot use bombers used in an attack, airdrop, or bombing raid during the combat phase as an air transport or to paradrop into friendly territory in the noncombat phase.  The only problem with this rule is that it will be disasterous for the Germans, so you might want to add aa guns to France and Belgium-Netherlands when playing, and if there are enough aa guns put one in Norway as well.

      Another new rule I made is neutral armies and territory value.  With this, you give neutral territories armies and value so that it becomes legal to take these territories, but you have to fight a neutral army first.  Also, as soon as you attack a neutral territory, the territory and troops in that territory are turned over to one of your enemy nations until you take it over.  Also, if you take over Turkey than your ships and friendly ships can travel freely through the Hellespont (area connecting Agean Sea to the Black Sea).

      posted in House Rules
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      dakgoalie38
    • RE: Partnering etiquette

      If you want to be most historically accurate, have Japan and Germany only have discussions before each round, have the Russians only talk with the Americans and British before the game starts, and have the Americans and British be able to openly discuss everything.  Otherwise, I think everyone should be able to openly discuss everything.

      posted in Axis & Allies Revised Edition
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      dakgoalie38
    • RE: What is the Point of Short Games?

      @squirecam:

      @dakgoalie38:

      It’s a guaranteed win for the Axis.  All you have to do is for the Germans send all troops in Norway, Eastern Europe, Belorussia, and West Russia as well as any tanks/planes that can make it into Karelia S.S.R. while moving all troops in Southern Europe and Germany into Western Europe and sending all the troops from the Balkans into Germany.  Also, purchase all infantry and place them all in Germany.  This should leave you with four victory cities, Berlin, Paris, Rome, and Leningrad, all of which would require extreme luck from the allies to take back any of these cities, and Rome should be impossible for the allies to take back because there are no ground troops in range of Southern Europe.  For the Japanese, destroy the British navy at India and then send all of your troops from French Indochina as well as any transport and plane that can make it into India.  Also send all troops from Manchuria and Kwangtung into China.  Even if you left Japan, Philippine Islands, and Kwangtung empty now, they should all be impossible for the allies to take back because they are out of range of any allied ground troop, and it should be nearly impossible for the allies to take back India which gives the Japanese the cities of Tokyo, Manilla, Shanghai, and Calcutta.  The four Japanese cities plus the four German cities should make eight cities, which is all you need to win in  a short game.  So there you have it, a 99.9999999…% guaranteed win strategy for the axis in a short game in only one turn.

      P.S. - Yay for first post!!!  :mrgreen:

      Which is why in an 8 VC game, you go KJF, and take japanese VC from them instead.

      There are no victory cities within range of any American ground forces in round one besides Shanghai, but if the Japanese take China, even Shanghai city will become out of range for the Americans.

      posted in Axis & Allies Revised Edition
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      dakgoalie38
    • RE: UKRAINE

      Retreat.  With no support those tanks would get obliterated by the Germans on their attack, and the point of the Russians is to hold off the Germans while the Americans and British prepare to invade France.  Once the Americans and British are in France, the Russians can start pushing into gray territories.  Also, if I were the Russians, I would pull my troops save 1 to prevent a blitz out of Kareliya and instead take West Russia.

      posted in Axis & Allies Revised Edition
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      dakgoalie38
    • RE: Ice-skating in Calcutta

      gets out rule book  ‘Russian Winter - Once during the game in your collect income phase, you can declare a severe winter.  Until the end of your next turn, your infantry defend on a 3.’  So during a Russian Winter, all Russian infantry defend on a three, no matter what territory they are in.  This doesn’t mean that other allied troops can defend on a three, because it says your infantry referring to the Russians.

      posted in Axis & Allies Revised Edition
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      dakgoalie38
    • RE: Nominations for A&A Revised Strategies

      I have a guaranteed win strategy in round one for the axis in a short game.  All you have to do is for the Germans send all troops in Norway, Eastern Europe, Belorussia, and West Russia as well as any tanks/planes that can make it into Karelia S.S.R. while moving all troops in Southern Europe and Germany into Western Europe and sending all the troops from the Balkans into Germany.  Also, purchase all infantry and place them all in Germany.  This should leave you with four victory cities, Berlin, Paris, Rome, and Leningrad, all of which would require extreme luck from the allies to take back any of these cities, and Rome should be impossible for the allies to take back because there are no ground troops in range of Southern Europe.  For the Japanese, destroy the British navy at India and then send all of your troops from French Indochina as well as any transport and plane that can make it into India.  Also send all troops from Manchuria and Kwangtung into China.  Even if you left Japan, Philippine Islands, and Kwangtung empty now, they should all be impossible for the allies to take back because they are out of range of any allied ground troop, and it should be nearly impossible for the allies to take back India which gives the Japanese the cities of Tokyo, Manilla, Shanghai, and Calcutta.  The four Japanese cities plus the four German cities should make eight cities, which is all you need to win in  a short game.  So there you have it, a 99.9999999…% guaranteed win strategy for the axis in a short game in only one turn.

      posted in Axis & Allies Revised Edition
      D
      dakgoalie38
    • What is the Point of Short Games?

      It’s a guaranteed win for the Axis.  All you have to do is for the Germans send all troops in Norway, Eastern Europe, Belorussia, and West Russia as well as any tanks/planes that can make it into Karelia S.S.R. while moving all troops in Southern Europe and Germany into Western Europe and sending all the troops from the Balkans into Germany.  Also, purchase all infantry and place them all in Germany.  This should leave you with four victory cities, Berlin, Paris, Rome, and Leningrad, all of which would require extreme luck from the allies to take back any of these cities, and Rome should be impossible for the allies to take back because there are no ground troops in range of Southern Europe.  For the Japanese, destroy the British navy at India and then send all of your troops from French Indochina as well as any transport and plane that can make it into India.  Also send all troops from Manchuria and Kwangtung into China.  Even if you left Japan, Philippine Islands, and Kwangtung empty now, they should all be impossible for the allies to take back because they are out of range of any allied ground troop, and it should be nearly impossible for the allies to take back India which gives the Japanese the cities of Tokyo, Manilla, Shanghai, and Calcutta.  The four Japanese cities plus the four German cities should make eight cities, which is all you need to win in  a short game.  So there you have it, a 99.9999999…% guaranteed win strategy for the axis in a short game in only one turn.

      P.S. - Yay for first post!!!  :mrgreen:

      posted in Axis & Allies Revised Edition
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      dakgoalie38
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