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    Posts made by DarthMaximus

    • RE: Aa risk

      I responded to laststrikes post in the games section. I’m in.
      So,

      1. We each pick a capital
      2. Then in turn each pick our 4 other territories
      3. Then buy 60 IPC worth of goodies and place

      Now for the start/first turn, you don’t buy anymore units, right?
      You do your first turn then collect, then buy more units at the beginning of rd 2 (like normal A&A), right?

      Just a suggestion, if we play with 4 people and P1 uses R, 2 uses G, ect., that we just use the US pieces for the initial “nuetral” defenders. I guess it doesn’t matter. That’s how I was going to set up my board, infact I’ll be using the normal AAmap that gets emailed around for regular PBEM games.

      Also for Dicey, I would suggest that you always email your oppenent (defender in current battle) and then if the others need the results or want to see them you could just forward them to the others.

      I think that is all for now.

      posted in Other Axis & Allies Variants
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      DarthMaximus
    • RE: Transport Move, then mount and unmount

      guleed00, that IS legal.

      2nd edition Rulebook P16
      Transports
      How they move
      “A transport can pick up cargo, move 1 or 2 sea zones, and unload the cargo all in the same move. THE CARGO CAN BE PICKED UP BEFORE, DURING OR AFTER THE TRANSPORT MOVES. For example, a transport could pick up 1 infantry, move 1 zone and pick up another infantry, move into another zone and unload both infantry all in the same move. …”

      There is also a section right below it on bridging.

      Another example, a Jap trn in the FIC sz, can move 2 sea zones, pick up 2 inf on Japan and then transport to Man for battle. Also if there is a battleship in the Japan sz or one that moves there it can fire its amphibious shot.

      Hope this helps.

      posted in Axis & Allies Classic
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      DarthMaximus
    • RE: Rule Clarification, let the debate rage!

      Okay, I think this has been discussed in other topics, but I’d like some clarification of unloading transports.

      Transport with 2 inf on it:

      I know it is legal to unload 1 inf on two different territories during non-combat. Infact, the rulebook cites an example of the UK dropping 1 inf on Finland and 1 inf on Western Europe provided they control both.

      But what about during combat move?
      I’ve always thought and played that you could unload on multiple territories provided they are all adjacent to the same sea zone, i.e. UK sz, Red sea, East Med sz, etc.

      I’ve looked in the rulebook and could not find anywhere that states you can’t, nor could I find an example of doing so. Just curious to see if anyone can cite the rulebook stating that unloading to multiple territories during combat move is forbidden.

      posted in Axis & Allies Classic
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      DarthMaximus
    • RE: Order of defending fire

      I had to dig up the rulebook for this one.

      I could not find anything to refute Laststrike’s claim, and it is right there in the rulebook. Although it looks like he quoted from Land Combat when he should’ve quoted Naval combat.
      The key phrase is:

      "In this counterattack, any of the attacker’s units that are hit are immediately removed from the battle board and placed back in the tray. They are immediate casualties because they have already fired. Of course, the attacker always chooses which units will be casualties! "

      So any defending tran that hits, the attacker then removes whatever he wants, then column 2 units fire, and so on. So, technically if there is nothing left for the sub to hit it NEVER fires, thus it can never score a “phantom” hit. However, it can retreat from the battle if it was not initially hit or can be used as fodder. But again it NEVER fires if there is nothing left hit, and you must follow the column order, 1, 2, 3, then 4.

      A further example would be:

      4 ftrs and 1 sub vs. 5 subs.
      You may roll all five defending dice at once but as soon as you score 1 Hit the rest of your dice are meaningless, whether or not you score 2 or more hits.

      posted in Axis & Allies Classic
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      DarthMaximus
    • RE: The German Mediterranean fleet (allied view point)

      Well, after being booted from Africa, not really much to do but get out of dodge or end up at the bottom of the Mediterranean. Besides, I’ve heard the Pacific is nice. :D

      posted in Axis & Allies Classic
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      DarthMaximus
    • RE: India IC

      I think in this particular scenerio, K-Ration was playing with kamikazies, so those extra planes could make it.
      But I agree it is still a bad Rd 1 attack for J. You automatically throw away 2 ftrs plus what ever else gets lost, not to mention the US Pearl fleet.
      By rd 2 and 3 Jap, with trans, can be unloading tons of inf and take India then with less risk.
      I also think without the Russian ftrs in Kar, Ger may be able to do some heavy damge to Russia. Now the Jap threat becomes secondary as Germany could be marching on Moscow soon.

      posted in Axis & Allies Classic
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      DarthMaximus
    • RE: India IC

      Generally an Indian IC will fall into Japan’s hands. Your opponent would probably be better off to wait a turn or 2 before trying to take it out.

      But here are some options -

      1. You’re probably going to need the troops from Afr to hold off Jap, but that isn’t too bad because by rd 2 you should be able to drop troops off in West Afr with the US or UK to hold Ger in check.

      2. Don’t build the factory and transport the troops to Afr and cripple Germany in Afr by rd 2. As US and UK concentrate on Ger, Rus can afford to send an inf or 2 to the East holding off Jap until Ger falls.
        2b) The US and UK continue to drop troops in Fin then to Kar, from there they can stay to defend or move East to Moscow to help against Jap. You should have sufficient inf and air power with US and UK to counter Jap as they approach Moscow.

      3. Pull out of India and reinforce Sink. Sink is much more important than India, IMHO. Leave 1 inf in Ind but move a ftr and inf to Sin. With 1 Rus inf from rd 1 you can have a significant force there. Here you hold Yak and Sink for as long as possible. With Rus inf support, while US and UK once again concentrate on Ger.

      These are just a few options, I’m sure there are more but I usually don’t buy the Indian IC so I’m sure I don’t know all the tricks.
      I usually buy an AC and tran with UK, land US ftrs there and concentrate on Ger. I leave it up to Rus to worry about Jap. I can usually afford to send 1-2 inf East to slow Japan down.

      posted in Axis & Allies Classic
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      DarthMaximus
    • RE: Inflexible strategies=no fun?

      I agree with BB. There is no perfect move or perfect strategy. You must be able to adapt. And sometimes an unexpected move on your part could give you the advantage. Now your opponent must adapt to you.

      A general “have to” is to sink all allied ships on rd1 as Ger. Well, one game I didn’t and went all out for Russia. I took Kar and eventually surrounded Moscow and I think I eventually won by getting to 84 IPC. Of course the allies pounded WE and took it early and held it, but were never able to put a large enough force there the threaten Ger ( I moved my gun and was able to strafe), so once Rus was crippled, I concentrated on WE and took it back, helping me get to 84. It also kept the allies out of Afr, cause they kept dumping small forces to WE instead.

      posted in Axis & Allies Classic
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      DarthMaximus
    • RE: Have settled on some rules…..

      I don’t think Kamikazes will help too much. You don’t want to waste your axis ftrs early or at all really. I’d consider giving Germany rockets and Japan super subs instead, or maybe give both Ger and Jap rockets. Of course J would have to move an AA gun to Asia, but it might be better than a bid if you don’t want to go that route.

      posted in Axis & Allies Classic
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      DarthMaximus
    • RE: Need guidance with house rules/leveling….

      I would say yes, but it really depends on how your play group is. If you have strong allied players that coordinate attacks well, then I think you will still need a bid.
      I would just say to try it with the 6 bid and rockets and see what happens. I certainly don’t think that this is unfair. It just depends on how well the allies play together, but the pressure is still on the axis and one mistake early will still cost you the game.

      posted in House Rules
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      DarthMaximus
    • RE: Bidding

      Yeah, I don’t usually send too much to Afr either, too costly to the European front (I have been burned many a time though - got too greedy)

      In RR, sometimes I don’t use my tran in the baltic as fodder and I’ll bring a tank or 2 inf from Fin to Algeria during non-combat. Since those units are dead anyway might as well put them to better use.

      And that “pesky” sub pretty much deters me from going to Egy on G1 with a tran and BB. Too many times I’ve been burned by missing and then the sub hits. Rarely will I do that attack anymore. So a bid really helps out in that case. Then if you want you can drop off reinforcements durning non-com.

      posted in Axis & Allies Classic
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      DarthMaximus
    • RE: Bidding

      They seemed a bit high to me too, but it is amazing how fast those extra inf can get chewed up. A well coordinated allied player/s can really put a hurt on Ger quickly even with high bids.

      I usually like playing RR with about a 6 bid (I’ll take more if I can get it though :D ). Most of the time they go to Afr, so it is easier to take Egy on G1 without worring about that pesky UK sub in the Med.

      It might take a few games to see what works best for you guys, but hey if the bid turns out to be too high you get to make the allies struggle for a change. :D

      posted in Axis & Allies Classic
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      DarthMaximus
    • RE: Need guidance with house rules/leveling….

      I like the idea of giving Germany rockets, I’m not sure how much it will do for balancing but, combined with a SBR or two, you can certainly put a hurt on Rus or UK’s income, esp if you do well in Afr.

      3rd edition rules are good, but no teching doesn’t really do much, as it often comes late in the game, so even with rockets you still might need a little balancing. You mentioned (in you other post) that the players are about even, so I assume it straight up games Allies win 90-95% of the time. I would suggest still playing with a small bid even with rockets. Maybe 6 IPC for Ger (2 extra inf in Lib). The Allies might feel they are at a disadvantage, but it certainly would be a challenge for both sides.

      Submersible subs, doesn’t favor anyone IMO, it’s just nice that they are not necessarily sitting ducks.

      In my opinion 2-hit BB favor the allies, it often costs Ger an extra ftr, maybe 2, to take out the British ships. Too costly for Ger. Like BB said, Jap usually owns the Pacific anyway.

      posted in House Rules
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      DarthMaximus
    • RE: Bidding

      I found it. It is a post called “Bidding Systems” currently on page 3 of this section. But here is the link:

      http://axisandallies.org/forums/viewtopic.php?t=1146

      posted in Axis & Allies Classic
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      DarthMaximus
    • RE: Bidding

      Yeah, bidding can add lots of different variations to spice up the game. If you’ve ever seen some of SUD’s posts he’s given some in depth info on bidding styles somewhere in another post on bidding. But in general it all depends on how you want to play, i.e. RR or No RR. With RR, bids tend to be between 6-9, and with no RR they are 18+. So in a no RR game you could probably get at least 2 extra subs, but then again you have to be careful where you place them because Russia may take a shot at them.

      Usually you don’t announce what you are buying or where you are placing the units until the bidding has concluded. However, there are certain styles of bidding where you announce what you’re bidding for before purchasing it. For example you bid 15, but announce that it is for a bomber for Germany. Your opponent may be willing to let you have it since he knows it is for a bom, but wouldn’t let you have it if he thought you’d buy 5 inf.
      So, there is no set way, it just has to be something you and you opponent agree on.

      The last part of you post describes a Stong Asia bid, 6-7 inf in Asia. There is also Stong Europe or Strong Africa. Played with no RR but a bid of around 20 or so and all units are placed in one region.
      But most high bids get dispersed, 2 inf to Lib, 2-3 inf in Europe, maybe a couple in Asia. No right or wrong way, just depends on how you like to play.

      posted in Axis & Allies Classic
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      DarthMaximus
    • RE: Bidding

      I’ve often thought about the same thing, I like the idea of having a German navy beyond round 1 or 2, but it basically comes down to you get more bang for your buck with inf. A bid of an extra sub/tran has it’s benefits but chances are the allies are still going to sink all your ships by G2. Meaning you’ll only get 1 turn of use out of them, however, 2 or 3 extra inf can dance around africa for several turns, or 2 or 3 inf in Europe might tip the odds in your favor for an early shot Kar, and can often push German forces East making Cauc the trading territory instead of Ukr.
      For Jap, unless you want to take a shot at Ala and Hi on J1, your better off getting 2 inf on the mainland and 2 IPC in the bank then a tran. A sub might help in Pearl Harbor, but by J2, if you do Pearl anyway, having an extra sub in the Pacific isn’t much help. More times than not the US will give you the Pacific anyway by retreating to the Atlantic.

      There are certainly some things you could try with an extra ship or 2, or maybe an extra ftr or bomber for Ger, if you can get that high of a bid, but more often then not I like to put the most units on the board as I can, so infantry seems to work the best.

      posted in Axis & Allies Classic
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      DarthMaximus
    • RE: Imbalance? Strategy? What's going wrong?

      Your hope by T4 is that Japan is now moving strongly toward Russia, so some of their resources must be diverted East, thus making a Russian strike on EE highly unlikely. If you take Yakut on rd3 with a strong Jap force then Russia has to start to worry about J. As you should have Chi and Sin from rd 1 and 2.

      In RR, you shouldn’t need to buy any tanks (for Ger) for a while, if ever (unless you’re clearly winning and moving toward Mos). Excluding the tank in Fin and in Lib, you have 8 tanks to play with. With sufficienct Inf buys (10-12 a turn) plus your airforce, you can sufficiently trade territories without losing the armor. One turn you can retake WE, the next with your 10 inf buy and 8 tanks can take back EE, the next turn take back WE, and so on. Buying time for J. Unless you feel you can safely hold all 4.
      Remember (assume lose 1 ftr on G1), you’ll have 8 arm, 4 ftrs, 1 bom as your offensive power, that should be more than enough offense to hold the 4 key Europe territories.
      And of course move your AA guns as needed so you can use your ftrs on offense as well. If you know you’re going to lose WE, get your gun out of there!
      If on G1 you are successful in taking out all the trans, you can safely leave 2 inf on We and have a safe force of 9 inf, 8 arm, 2-5-ftrs in EE. A foolish attack for Rus.
      As G, you only need to buy time for J. And as SUD has suggested, J should concentrate on Asia and get to Moscow ASAP.

      posted in Axis & Allies Classic
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      DarthMaximus
    • RE: PBEM: Looking for a Opponent

      Sounds good.

      I’ll place 2 inf on Libya, 5 inf on Eastern Europe, and 1 IPC to the German Bank

      Quick rules questions

      Are we playing with submerging/retreating subs?
      and
      Can you place naval units in occupied seazones?
      I get mixed up between what is in 2nd and 3rd edition rules.

      My email is: dgiac@core.com

      I’ll start a thread in the “Games” section for our turns and other posts and questions.

      posted in Player Locator
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      DarthMaximus
    • RE: PBEM: Looking for a Opponent

      Well, it doesn’t look like the tourney is going to happen anytime soon, so I thought we should postpone it until there’s more players. However, I’d be willing to play a PBEM game with you in the mean time if you’re still interested.

      I’d play the Axis for 22 IPC.

      posted in Player Locator
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      DarthMaximus
    • RE: Where and how do you guys play online?

      We’re trying to set up a spring PBEM tourney. Check out the games section if you’re interested.
      If you’ve never played a PBEM, I can give you the basics if you need them.

      posted in Axis & Allies Classic
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      DarthMaximus
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