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    Posts made by Dark_Destroyer

    • RE: Soviet-Japan pact questions…

      1.)  They recieve the N.O. when war is declared, and that is immediately.

      2.)  No.  Only if you attack India or Anzac will it bring the US into the war early.

      3.)  I’m assuming you mean Japan at war with Russia, yes, Japan collects the +10 IPC N.O. when not at war with the USA.  You will even collect the +10 IPC if India and Anzac declare war on you!

      posted in Axis & Allies Global 1940
      Dark_DestroyerD
      Dark_Destroyer
    • RE: Japan strategy please

      @Trisdin:

      this month I am playing Japan against a very good UK player and a Pacific aggressive American player. I need help because I have only played Japan once and I was completely lost. We play Alfa +2.

      The thing you got to keep in mind with the Japanese is they have options… lots of them.  The allies on turn 1 will wait and see what you do before they start making their moves.  You should ask yourself, “What are my goals with Japan?”, and than execute that plan.

      Lets see… general rule of thumb with Japan, never attack Turn 1.  You need to ready yourself first before you launch your campaign, and you are never ready turn 1.  This gives you some breathing room and an extra +10 IPC from USA.  You also might get the added bonus of India and Anzac declaring war on you turn 1 to get their bonus’s.

      Your overall objective should always be turning USA’s eyes away from the Europe board, this will give your Axis brothers time to kill Russia.  If USA is 100% Europe, than your objective at that point is to win the game for your team.

      Your first order of business is to always dive into China and Russia.  Think about building a Minor or Major in Korea to further this endeavor.  Mech and Tanks go North (after smashing Russia 18 infantry), than Infantry and Artillery to the South.

      When India see’s China in trouble, it’s going to build ground troops, this is your chance!  You pre-built fleet grabs some transports and loads from Japan, and you march on down and take those Dutch Islands and Threaten India.  Take a good eye to convoy India while doing this.  REMEMBER TO KEEP PRESSURE INLAND.  Don’t let them build a fleet to counter your own.  Play Defensive with Anzac and USA while heading south.  Keep an eye on what can hit you, and keep enough sea units to take hits.  Remember to put planes your carriers in Sea Zone 6 and take hits on them and just put your planes back on Japan.  Don’t let them nail you with subs, keep enough Destroyers.

      After India is down, you nail Hawaii and Anzac with all you got!

      posted in Axis & Allies Global 1940
      Dark_DestroyerD
      Dark_Destroyer
    • RE: How is the balance with the new Alpha 2 changes? Please give your view.

      @cts17:

      That’s the way it should be, and that’s the way its going to be. Heading all out in one theater isn’t an option anymore people. Get used to it. Heading all out in the Atlantic means Japan wins by J4. Heading all out in the Pacific means Germany wins by G6 or G7. The Allies cannot focus on one front. The rules don’t allow it.

      Actually… in our game the UK navy in the Med. turned tail and took off to India.  That gave a building block for a massive UK naval fleet in the Pacific to push back the Japanese back home.  Gave America time to spend all in the Europe board.  Allies still lost that game though, German Subs are deadly!

      The rules actually allow anything to happen.  1 Infantry can attack 2 tanks and get lucky enough to win, you just don’t know how it will come out till you try!

      posted in Axis & Allies Global 1940
      Dark_DestroyerD
      Dark_Destroyer
    • RE: How is the balance with the new Alpha 2 changes? Please give your view.

      @Geist:

      I think if you try and impose spending or placement caps, those forces will simply move to the other side of the board. I suppose this will delay some reinforcements by a round, but, if there is a constant flow, it will make very little difference in the end. Then what are we looking at, not being able to move troops out of their respective theaters?

      As far as balance goes, I’m still on the fence, it seems a bit early to call once side definitively stronger then the other, but, I do see alot of the same opening moves over and over for Germany, which seems like a weakness. I do feel more comfortable playing the Allies than the Axis, however, I don’t think I’ve really found an opening strat, that I’m really happy with for Germany yet either.

      The limitations of the United States really hits home with the new N.O.'s in the Pacific.  If they lose those bonus’s, Japan can threaten the USA.

      Not really happy with the German openers?  I successfully did a turn 3 Sealion with Germany and that was with a failed France invasion, Italy had to mop up lol.  Russia attacked hard turn 4, but didn’t have the planes or tanks to launch a successful campaign.  He lost most of his infantry hoping to gain ground.  Game won with a 100% USA in the Europe board, I killed her fleet twice by dumping mass amounts of subs in the water.  Italy helped out too with it’s subs as well.

      Germany is really flexable, Russia bites, Germany can kick it’s teeth in, America grabs France, Germany can roll right through it and gain France IPC again.  Honestly, Germany is best played with guts lol.  If you try to plan a lot, much like a USA player, I think you’ll get frustrated with her!

      posted in Axis & Allies Global 1940
      Dark_DestroyerD
      Dark_Destroyer
    • RE: A few questions, Alpha +2

      @gamerman01:

      @Dark_Destroyer:

      China can ignore the Neutrality rules?  I know China is a special case but… that doesn’t seem very logical.  The rules say you can move into those 2 spots… but doesn’t say you can ignore neutrality.

      UK is not neutral.  She is at war with Germany and Italy.

      But United Kingdom and India are 2 different powers.  The only thing they share are Techs.  United Kingdom can actually declare war on Japan and India still be Neutral…. ?

      Read it nevermind lol, Uk can’t do that.  Another Illogical thing to add :(

      end note  UK split = Nonsensical, really needed to do a better job at seperating the two.  When UK falls, India can not pick up IPC from fighting in the Middle East.  Very unreasonable.

      posted in Axis & Allies Global 1940
      Dark_DestroyerD
      Dark_Destroyer
    • RE: A few questions, Alpha +2

      China can ignore the Neutrality rules?  I know China is a special case but… that doesn’t seem very logical.  The rules say you can move into those 2 spots… but doesn’t say you can ignore neutrality.

      posted in Axis & Allies Global 1940
      Dark_DestroyerD
      Dark_Destroyer
    • RE: A few questions, Alpha +2

      A 1.)  No.  Bases are seperate from unit production.  AA guns count towards your max units per turn.

      A 2.)  China can land it anywhere there’s a Chinese Roundel, including the ones Japan starts with.  UK is Neutral at the start and must be brought into the war before going out to help Burma or Hong Kong.

      A 3.)  All.

      A 4.)  No.

      posted in Axis & Allies Global 1940
      Dark_DestroyerD
      Dark_Destroyer
    • RE: UK attack on SZ 95 1\. round

      Honestly, the best way to use the Med fleet for the UK is to either…

      A.)  Send it down to India to help a Turn 3 Japan going for India crush.

      B.)  Send it to Gibraltar and land Fighters there to bait a Italian attack and go stop a Sealion.

      A good German player will always land 2 Fighters on Southern Italy.  A good Indian player will always safe guard the Oil Fields, to prevent a Major Power Italy from rising (at least in till Russia can take over).

      posted in Axis & Allies Global 1940
      Dark_DestroyerD
      Dark_Destroyer
    • RE: 5th Japanese Pacific NO should be offered to UK as well>

      @Idi:

      Below is the fifth Japanese NO. Does anyone think it shoud be a British one as well?

      5. Collect 5 IPCs per turn for Axis control of all of the following territories: Sumatra, Java, Borneo and Celebes. Theme: Strategic resource centers.

      Lets seriously look at the starting IPC’s first…

      Japan: 26  (36 not at war)

      USA: 26 (at start / even building… 36 at war)
      India: 17  (22 for holding territories/at war)
      Anzac: 10  (20 with Dutch/at war)
      China: 12 (18 with Burma)

      Can we honestly tell ourselves the allies need more N.O.'s?  If the Allies keep their N.O.'s when they go to war… combined will have 96 IPC.  Japan actually LOSES a bonus when war starts… so they go back down to 26.

      If you really want India to have more of an advantage over Japan, bring down their Mediterranean fleet and grab the Dutch islands.  They’ll be making 34 IPC… that’s what the USA is dumping into the Pacific!  :cry:

      posted in House Rules
      Dark_DestroyerD
      Dark_Destroyer
    • RE: East Russia Forces

      @mantlefan:

      @M7574:

      There is no perfect answer here because it depends on what the axis do.   You don’t need them in moscow if Germany has prepared for sealion.  They can be used to protect your income in the east.  If Japan and Germany both move for a strong barbarossa/invasion of SFE, then you’d better start trucking them back.

      Very true that it depends on what the axis does. However, the notion about protecting your income seems a little oversimplified 12 inf is 36 IPC + you get 12 more IPC if Japan makes a DOW on you.

      How many turns does it take for Japan to have taken away 48 IPCs of income (assuming the inf that you do leave behind do something other than let Japan blitz a tank through everything?) It’s true that the IPCs could be spent on things other than inf, but russia does by quite a few inf regardless.

      You can just shrug it off… losing IPC as Russia.  However I hate to think of it that way because you’re GIVING Japan that much more IPC.  Which in turn hurts the USA and your fight in the west.  :cry:

      posted in Axis & Allies Global 1940
      Dark_DestroyerD
      Dark_Destroyer
    • RE: 8 VCs?

      @ghr2:

      Yes, As long as you meet the required VC’s on one map, All the axis wins.

      Wayyyyy off topic, but ghr2, have you played warcraft 3 custom map called Night of the Dead? lol

      posted in Axis & Allies Global 1940
      Dark_DestroyerD
      Dark_Destroyer
    • RE: East Russia Forces

      Depends on the sitiuation Idi Amin.

      I would always retreat 15 infantry back with the AA gun, leave 3 infantry to cover the coasts.

      What I would do personally, as a general rule of thumb to any Japanese move over there is to chain Artillery and a few Tanks East.  Send maybe 1 Artillery a turn and every 3rd turn send a tank too.  Depending on how aggressive he/she is, you might need to send some air reinforcements as well.

      posted in Axis & Allies Global 1940
      Dark_DestroyerD
      Dark_Destroyer
    • Roundels/Printing?

      Can anyone direct me to already sized for printing Roundel pics?  I found the unresized versions, but was wondering if someone has the actual sized to roundels?

      posted in House Rules
      Dark_DestroyerD
      Dark_Destroyer
    • RE: Naval and Air Bases

      @Kobu:

      1. No, it would be odd if they could.

      2. No, they have completely different purposes. If you think all you need is ICs, you should read the rules on what air and naval bases actually do.

      3. Again, no. They are worth their price.

      Cause… building an Airplane out of an Airbase is odd…  :?

      The board starts off with enough Naval/Air bases to provide your services of movement/repair/scramble… a turn 3 India crush maybe for Japan.

      Can you explain to me how you see their worth the price?  (We’ve always known what the bases did, we just assumed the building.)

      posted in Axis & Allies Global 1940
      Dark_DestroyerD
      Dark_Destroyer
    • Naval and Air Bases

      After 3-4 games of Global, my friends and I have took it for granted that Air/Naval Bases could build their corresponding units.  For 15 IPC… we thought they could build 3 air/naval units a turn, but restricted to building just that.  (They can take same amount of damage as a Minor.)  We just stuck the pieces together and natually thought that’s how it is.

      Don’t you guys find it a little odd that they can’t build units??  Don’t you find it wasteful to build a air/naval complex when all you need is minor/majors?  Don’t you think they should lower the cost on them when they’re 3 more IPC than a Minor??  :?

      posted in Axis & Allies Global 1940
      Dark_DestroyerD
      Dark_Destroyer
    • RE: Sealion alpha 2+

      @nimitz1:

      You don’t need a naval base to build a fleet, simply a factory.

      ….sigh.  Our group has been playing with the notion that airbases and naval bases produce up to 3 of that kind.  Good lord epic fail.  So only minors and majors can produce units?  :roll:

      posted in Axis & Allies Global 1940
      Dark_DestroyerD
      Dark_Destroyer
    • RE: Sealion alpha 2+

      @Cmdr:

      If I plan for Sea Lion (and that is the topic of the thread, so let’s assume I do) I would go Aircraft Carrier, Destroyer, Submarine.

      Now, if your attacks went average or well, on Germany 2 you can put 10 transports in the water (11 total on the board.)

      10 Transports on G2?  How do you accomplish this with only the Naval Bases on W. Germany and Normandy with no Naval Base build on G1?

      posted in Axis & Allies Global 1940
      Dark_DestroyerD
      Dark_Destroyer
    • RE: Larry's new tank rules for Global 1940 Alpha Beta

      @knp7765:

      @Imperious:

      right mech should be a 2-2-2-4 and not boost anything or be boosted by anything and have blitz capability w/o tanks.

      I definitely agree with this.  Especially on the blitzing.  I’ve always thought that mech inf should be able to blitz by themselves.

      If mechs got that boost, I would want my Infantry 2-2-1-3.  Get rid of artillery all together.

      posted in Axis & Allies Global 1940
      Dark_DestroyerD
      Dark_Destroyer
    • RE: Larry's new tank rules for Global 1940 Alpha Beta

      @Imperious:

      right mech should be a 2-2-2-4 and not boost anything or be boosted by anything and have blitz capability w/o tanks.

      I do hope this is sarcasm…

      You pay 1 extra IPC for an Infantry on wheels that move with the speed of a tank.  Infantry cost 3.  Tanks are 6.  By your logic, you’re basing this on every 2 IPC roughly equalling 1 attack and 1 defense.  So 4 IPC should be 2 attack and 2 defense?  Sorry, but, not a very good way to look at it.  Take the fighter for example, it’s a 3 attack and 4 defense unit.  The bomber is a 4 attack and 1 defense unit… but costs more than the fighter.  It’s extra because of the move of the unit (and bombard things yes).

      If you really want to arm your mech infantry, make use of the artillery (its why we have this unit).  :|

      Mobility wins wars good sir, just my 2 cents.

      posted in Axis & Allies Global 1940
      Dark_DestroyerD
      Dark_Destroyer
    • RE: How is the balance with the new Alpha 2 changes? Please give your view.

      @Cow:

      japan just loses the +10 bonus for fighting UK / ANZAC, it doesn’t throw usa in war.

      War on UK or ANZAC puts you at war with both.

      Soviet union and USA are exclusive, you only go to war with that country when you declare war on them. you start at war with china.

      Page 35 of Europe 1940 Rulebook:
      …or Japan makes an unprovoked declaration of war on the UK or ANZAC, the United States may declare war on any or all Axis powers.

      posted in Axis & Allies Global 1940
      Dark_DestroyerD
      Dark_Destroyer
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