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    dcolson91

    @dcolson91

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    Latest posts made by dcolson91

    • RE: Allied japan first strategy

      Just so you aren’t ignored….

      I like KJF in this game. UK starting with a stronger Pacific force and the India complex are big changes to me. That being said, the biggest thing I don’t like about your plan specifically is the consolidation of Russian infantry in the Soviet Far East. If I were Japan, and I see I’m going to be tag-teamed by the UK and US, then taking out a massive stack of Russian units in the Soviet Far East on turn 1 would be appealing to me. Japan could get in bombardments, two transports, fighters, etc into the Soviet Far East and probably eliminate all Russian infantry with one or two losses. Then Japan can play the “stalling” game while Germany goes 1v1 against Russia.

      I’m also not a big fan of transporting from Alaska to the Soviet Far East, but that’s a matter of personal preference. I prefer to try for Borneo, etc.

      From what I have seen, Russia needs every infantry it can get to the eastern front against a good German Player if the allies are going with KJF. But hey, I’m just a casual player; there are a lot of people with significantly more experience than me that may disagree with my opinions lol.

      posted in Axis & Allies 1942 2nd Edition
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      dcolson91
    • RE: A few questions from a new player

      @jhett07:

      OK, that clears up a lot for me.� Why didn’t YOU write the rules?! :P

      But I’m still kinda confused on what you said earlier about the battleship, how it could take 2 hits.� Is there a chart or something I missed what units can take how much damage?� And when damaged, does that affect their defending or attacking rolls?

      Everything takes one hit with the exception of battleships, which can take two hits.

      A damaged battleship still attacks and defends with a “4” roll (scoring hits for a 4, 3, 2, or 1). So, even if you take a “hit” to your battleship, and it’s damaged after a round of combat, it will still be able to roll for "4"s until you choose to take the second hit to it.

      Example: (You may want to set up the pieces to visualize) Attacker has three destroyers. Defender has a battleship and a destroyer.

      Round one attack: 3 rolls for 2, scoring one hit (pretend). Logically, the defender will take a hit to the battleship so that he will still have his battleship and destroyer in play (the alternative is taking a hit to the destroyer and losing it after retaliation). In taking a hit to the battleship, you signify this by turning it on its side.

      Round one defense: 1 roll for 4 (battleship) and 1 roll for 2 (destroyer), scoring one hit from battleship (pretend)

      End of first round of combat: Attacker has 2 destroyers. Defender has 1 damaged/“sideways” battleship and 1 destroyer. If the attacker retreats, the battleship regains its upright position (fully restored). If the attacker chooses to continue the battle, the defending battleship will roll for “4” still, despite being damaged.

      Edit: I originally had submarines involved, but that just complicates what should be a simple example. I hope this helps.

      posted in Axis & Allies 1942 2nd Edition
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      dcolson91
    • RE: Axis biased

      @robbie358:

      Putting history aside for a moment, my opinion is that it is Axis-biased.
      This is based on three games played, and the bad guys took all three.

      We’ll try a few different Allies strategies to see if they can pull it off.  We haven’t seen USA go all in vs. Germany yet.

      We haven’t tried this approach either. We were really hopeful that 1941 wouldn’t end up being synonymous with the 1942 2nd edition, where KGF was the only way to hit the Axis efficiently before Russia was taken. We tried a few combinations of US/UK attacks on both fronts. I think that, for the Allies to have a chance, it’ll result in the landing of US troops from Western Canada onto Western Europe (via SZ10 to SZ8) continuously with UK landings mixed in.

      posted in Axis & Allies 1941
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      dcolson91
    • RE: Axis biased

      @Variable:

      Are we talking victory from 2 capitols or from one non-Russia capitol?

      When I play with my roommates, we play to the point when we can safely “call” a victory. If the Axis has defeated Russia, and the Allies don’t have a firm basis to attack German or Japan, we will usually call the game an Axis victory.

      Our third game (tonight) was an Axis victory by our standards. Despite the fact that this isn’t technically a victory as defined by the rules, we usually know whether or not the US and UK forces have a chance of winning without Russia.

      I will say that rolls were certainly not with the Allies tonight  :cry:

      posted in Axis & Allies 1941
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      dcolson91
    • RE: Axis biased

      I’ve played two games so far, and it seemed to be axis favored if Japan decided that it would ignore the allied islands altogether (instead going straight for India) and if Germany played aggressively only on its eastern front (instead of going through Africa). Russia has so few points, and Britain can do so little in buffering India with an IPC value of 1, that a fast attack from both axis powers was able to charge through Russia before America could really get into the game. If you’d like game specifics, feel free to ask.

      Game experience: about 3 years of classic, 1942, and Pacific 1940

      posted in Axis & Allies 1941
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      dcolson91