No prob, I got a little worked up too. :D
Posts made by DarthMaximus
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RE: Axis or allies?grmne?USSR?us?uk?jpn?posted in Axis & Allies Classic
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RE: Taking Karelia 1st turnposted in Axis & Allies Classic
Questions:
Where is the rest of Russia’s inf and arm? Russia can have 20 inf on the German front at the end of rd 1, and they can have 22 inf they brought the 2 inf from Eve to Mos. Russia can counter with minimum 8 inf, 3 arm (1 arm was from the East) and 1 ftr. They wipe out the Germans and now Germany has no armor, UK has a mighty navy with a BB and has landed in Fin, or perhaps taken WE on Rd 1 with a BB shot, 2 inf, 1 arm 2 ftrs, and a bom.
If Russia can’t counter and retake Kar, then sure go for it. But if they can then look out cause you are going to lose all your arm and offensive punch.
However, if you want to be real sneaky land 2 Japan ftrs on Kar on J1, that’ll really thwart a Russian counter and perhaps catch them by surprise.
Frankly, this is bad defense by Russia. Why the heck would they only have 12 inf, 1 arm and 1 ftr in Kar? Bad bad bad tactics.
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RE: Axis or allies?grmne?USSR?us?uk?jpn?posted in Axis & Allies Classic
@lightning:
DarthMaximus I think you’re getting a little disproportioned with your figures. trust me the axis is not that bad off if you’re a good player. you have to know where to spend IPCs. but honestly if you’re a good axis player you shouldn’t have that big a problem. let me guess tho you’re one of those players who buys all tanks the first turn right?
like the allies you have to make many critical buys/moves on the first turn infact the first turn in many cases can win or loose a game……suchas buy industry…navy/transports if you need them harras ussr but remember to defend…just spend wisely if you know what I mean it can make a huge difference. note: none of the stuff I mentioned for you to buy is a specific list… just saying try different things you’re bound to hit gold.
well try using planes to take out atlantic navy, trust me that alone can make a huge dent. if you take out america’s transport and the one by canada and england. Note:there is a sub near america for germans. use it on american trans.
well that’s enough info for now… just don’t automatically say this isn’t fair we need to change the rules…change how you think.
With good to expert players, the AXIS HAVE NO CHANCE WITHOUT A BID! That’s ZERO, NADA, NONE!
On Russia 1, you can take out the German ships in the Baltic, Finland and Ukr. Not to mention Man if you want. Then you get to reinforce Kar with your 8 inf Purchase and 4 inf from Mos. Also maybe Germany doesn’t have that sub to go after the US, perhaps Russia took that out instead of the Baltic ships??? Russia can do tons of damage to Germany on rd 1. Perhaps you’ve never played or seen a good Allied player.
Now Germany has no ships in the Baltic, minus 2 ftrs and has already lost 5 IPC in territory. I don’t care how good the Axis player is, with no bid the Allies will eat them alive 95-98% of the time.
I’m a damn good Axis player and Germany is my favorite/best country (precisely because of the challenge) but I’m not dumb enough to think I can win more than 5% of the time in a straight up game.
If it were that easy to win with Germany/Japan then the bids wouldn’t be 20+ in the PBEM clubs.
With 2 equal players it is much much much much much easier to win as the Allies. Period. That is a fact. End of story.
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RE: Axis or allies?grmne?USSR?us?uk?jpn?posted in Axis & Allies Classic
Assuming the people playing are of the same skill level (and are good to expert) then in a no bid game the Axis win only about 5% of the time, if that. Bid games vary, in a no RR game the Axis need anywhere from 18-24 IPC to make the game even remotely fair and in RR, the Axis need about 9-15 to be able to at least put up a fight.
The Allies can make multiple mistakes and not play optimal and still win while one mistake on the Axis part can cost you the game, especially in round 1 or 2.
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RE: USA's first purchaseposted in Axis & Allies Classic
As for ignoring Japan, I usually do. But on occasion I have used a US Pacific focus/KJF, most recently in my 4th game against Kobu last year, it’s in the Games Section.
The basic key is ignoring Europe. As US you CANNOT do both, it is either Europe or Japan. I can’t stress that enough.
Here’s what I try and do:
US 1 - buy air - 2 or 3 ftrs, maybe 4 inf, make it look as if you’re going to Europe, trn with 2 inf to UK sz/or Afr, Pac ships to Pan sz like they are going to the Atlantic.US2 - buy AC and subs for WUS sz, move back ships to WUS sz from Pan sz
US 3 - buy at least 1 sub, 1 trn - matching any Japan naval purchases, buy 2 inf for the trn.
Take back HI if you lost it, move any inf towards AlaUS 4 - consider buying AC/ftrs, otherwise go 1 or 2 subs and trn with inf.
Take the solomon islands, with as much of the fleet needed to protect all ships. Make sure Japan’s navy can’t beat yours. You should have at least 1 BB, 1 AC, with 2 ftrs, 2 subs, 2 trns. Use excess subs to block a Japanese assault on the Sol Is sz and HI.
This will be your “Southern Base”, since you can reach multiple islands from here.US 5,6,7 and on - continue buying 1 sub, 1 trn, and inf and look for the oppurtunity to buy that second AC, as you should have 4 ftrs. Don’t forget your bomber too.
You start a pattern of sending out sacrificial trns with 2 inf to pick off islands with your air, while a new sub with 2 new inf arrive in the Solomons. Let Japan go after your lone trannies, you may shoot down some ftrs and if they use lone subs, your air can eliminate them.
Use excess subs to block Japan’s navy and protect your main fleet at the Solomons while new ships and inf get placed in WUS.
Japan can’t make a credible threat to the WUS without you being able to move your entire fleet back to protect.
Now when Japan moves it’s fleet South to start taking back some islands, leave some blocker subs and head back to WUS where you just made a tran and inf purchase (1 or 2 trns, rest inf). You should have at least 5 trns with your fleet and the ability to get more than 10 inf to Ala your next turn.
Then you go to Ala with fleet and 10 inf. Japan will have to pull back the bulk of it’s fleet to protect Japan. Now you have to bide your time, sending out blocker subs, a trn here or there should still try go to the South Pacific and pick up lone islands. But still send 1 sub, 1 trn with inf to Ala each round. Unless you think you really out class Japan’s navy.
You should have 2 AC’s, 4 ftrs, 1 BB, 6+subs, 6+trns. Now send what trns with inf you can to SFE, with whatever subs you need to defeat any Japanese blocker sub in the SFE sz. Take SFE with 10 inf (assuming you have enough ships to left protect your fleet in the Ala sz).
If you ever have the oppurtunity to eliminate Japan’s fleet - take it!
You should start a shuck-shuck type system from Ala to SFE, but maintain naval and air superiority at all cost.
If you can safely move your fleet to the SFE sz take that so you can transport 8-10 inf from Ala to SFE a turn. You should still be able to send ‘blocker’ subs to prevent Japan from heading to the WUS.
You should earn a min of 32 IPC, and you can get in the high 30’s briefly as I’ve taken the Phil Is, East Indies, Bor, NG, even Fic or Kwa. Never all at once, unless the game is basically over, but each at differnet times.
You can really slow down Japan and keep them earning low 30’s or even high 20’s. And if they are buying ships that means no inf to go against Russia. Russia can even sneak in later and take Fic/Kwa or Man at times.
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RE: USA's first purchaseposted in Axis & Allies Classic
I like:
- 2 trns, 1 ftr, 2 inf save 2 or
- 3 trns, 4 inf
I do one of these 2 probably 90% of the time, and the other times usually would involve an AC for the Atlantic if UK doesn’t buy one.
Also I usually try to bring the Pac ships to the Atlantic as well. -
RE: Axis or allies?grmne?USSR?us?uk?jpn?posted in Axis & Allies Classic
I like Germany. I love the challenge. So much to do, and you really have to be on the top of your game to win.
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RE: Most Important Neautral in Axis and Alliesposted in Axis & Allies Classic
I don’t think you can do that in one turn. I’m pretty sure when you blitz a neutral you must stop there.
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RE: Most Important Neautral in Axis and Alliesposted in Axis & Allies Classic
3 IPC’s isn’t much for the allies esp the US, but I doubt I’d ever spend the 3 as Ger or Japan. I’d rather have the extra inf, esp for Ger. With a bid maybe Ger could afford it but again, I think I’d rather have the inf. Then again I like to buy an occassional ftr with Ger. So heck, maybe it is worth it.
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RE: Most Important Neautral in Axis and Alliesposted in Axis & Allies Classic
Spain is the only one I’ve used. All others are a waste of 3 IPC’s, IMO.
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RE: Gas Prices… And it's solution?posted in General Discussion
:roll:
China China China.
The increased demand caused by China is directly related to increase in price. -
RE: GUys got a q what is the best unit?posted in Axis & Allies Classic
Yes, yes, to CC you should listen. Do not underestimate the power of the infantry, or forever will they dominate your games.
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RE: Antarctic ozone hole biggest ever RECORDED…posted in General Discussion
Everyone knows seran wrap wouldn’t work, what we need is duct tape. We need more Duct Tape!
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RE: Best Way to Kill America(explained better this time!)posted in Axis & Allies Classic
I’m always up for a new strat to go after UK or US but this will not work.
Russia will roll over Germany.Assuming Russia Restricted:
After rd 1 Russia has about 17 inf and 3 arm in Kar with 2 ftrs.
With no Ger reinforcements in Rd 2 Rus will take Ukr, Fin, and EE.
UK can reinforce Egy in rd 1 with Ind troops and US sails trn to UK sz with ftrs. UK buys 1 AC, 1 trn in rd 1.
Now Ger has a useless navy and no troops. Any more naval purchases means Ger falls in rd 3. -
RE: Play by Forum questionsposted in Axis & Allies Classic
You actually don’t need to put in a game number. There is a link at the top of Dicey that is for Non-AAMC members, so you just click that and just leave the game number blank. If you do that you won’t have a log of all the dice rolls for the game but they still get emailed to you. I’ve played a number of PBEM games and never check the log. I’m satisfied with just getting the email. And will usually save them till the game is over then delete them.
Once you use it once you’ll get the hang of it, it really isn’t that bad.But it would be cool if you worked on your own, I wrote one in C#, but it doesn’t do emailing yet, as a matter of fact I really haven’t worked on it in a while. It’s more of a hobby for me though. Took a few computer classes in college a few years ago (late 90’s), but mostly dead languages, COBOL, Assembler, did take a little Unix and C though. I’ve been slowly getting back into it which is why I’ve been messing with C#.
I’m not sure if they are still looking for A&A tools for this site or if they are working on their own but if you did make your own dicey web app maybe they’d consider linking to it from here.
Oh yeah, I forgot this, sometimes I still set up the board too. There’s nothing like rolling the actual tank pieces across the board or the mighty Japanese navy in the Pacific. The battleship pieces are just so cool! :D
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RE: Play by Forum questionsposted in Axis & Allies Classic
Check this out:
http://axisandallies.org/forums/viewtopic.php?t=2306
Mapview is just a map that can be emailed to one another, and Dicey is a program that will run the battles for you. Both explained in the above link.
OOL = Order of Loss
WOL = Without Loss
ex. Karelia - taken wol –> Karelia taken without lossInf = Infantry
Arm = Armor
Ftr = Fighter
Bom = Bomber
Trn = Transport
Sub = Submarine
AC = Aircraft Carrier
BB = Battleship
AA = Anti-Aircraft Gun
IC = Industrial Complex
HB = Heavy Bombers
IT = Industrial Technology
LRF/LRB = Long Range Fighter/Bomber
SSub = Super SubsI think that is most of them.
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RE: Anybody want to sell me their Original NES?posted in General Discussion
Any of you guys download a NES Emulator to play on your computer?
I did this a few months ago and found a ROM for both Tecmo Bowl and Tecmo Super Bowl, so now I use my high speed computer to play a damn 8 bit nintendo game. I also found a couple of hacked Tecmo Super Bowl games that have updated rosters. It’s sweet! :D
I still have the original NES system but I couldn’t find my Tecm Super Bowl so I was forced to look for it elsewhere.
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RE: Helpposted in Axis & Allies Classic
Did you use this link?
http://www.aamc.net/txt_dloads.shtml
I’m not sure what would be wrong with the AAAmap v96 beta. But when you download it, there should be and .exe file to just double click on.
Now for the Motcreations map make sure you go here to download it:
http://www.motcreations.com/mapview/
And then you could get the A&A module for it from the aamc link.
Hope this helps.
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RE: A simple solution to a British problemposted in Axis & Allies Classic
Person 2.
With transports and inf you can accomplish the same thing and do it cheaper. Buy an AC and then get 4-6 trans depending on your income. With this set up you can unload inf to Fin, Kar, EE, Ger, or WE - lots of territories for you to strike or reinforce, thus Germany must protect them all. Now if you need to get a couple inf to Afr, move your fleet south one (off the coast of Spain) and unload your troops into Alg. Now Ger also has to defend SE for a turn. Also, once you hit 6 trans you can send one down to the coast of FWA to reclaim it, and from there you can send it to South Africa. Germany doesn’t have the inf to defend all of Africa and with 1 tran and 2 inf you can reclaim a lot very easily.