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    Posts made by DCWhat

    • RE: No Neutral Countries in 1942 SE

      The 1940 neutral rules are pretty straight forward, even for new players(except the Mongolia rule). Basically there are some neutrals that are pro allies where an allied player can just walk into it on its non-combat move and the standing neutral army there joins forces with that allied player, same rules apply for pro axis neutrals as well when a axis player walks in on its non-combat. Now if an allied player would want to take a pro axis neutral for example, that player would have to attack and defeat the standing army there to gain the IPCs for that territory on its combat move. And then there are strick neutrals where if, for example, are attacked by an axis player then all the other strick neutrals would become pro allied. Or view-versa if an allied player would attack a strick neutral.

      I haven’t seen then in 42.2 or heard of them being incorporated into it yet however. Might be a bit complexed for a smaller board size like 42.2 when comparing it to global.

      posted in Axis & Allies 1942 2nd Edition
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      DCWhat
    • RE: Keys to Allied Success

      One thing I’ll give my two cents. If the German’s go ahead with operation Sea Lion, whether successful or not, is the key to allied success. Now setting up for a fake is a must just to keep UK putting their IPCs on an island rather then somewhere else. But actually doing it is basically telling Japan that the game is in their hands. This is from limited experience and watching a couple games online when it has happened mind you. However, youget UK money that’s great. But now your forces are depleted. You own London now but in order to hold it you need to invest in it which means fixing the IC, the damaged you as Germany caused. And Russia is moving in and the States are on their way.

      I’m not an experienced player but this is just from what I seen. Germany didn’t attempt it in the actual war and I don’t think they should attempt it in this game. Barbarossa is the way to go to stop an allied victory. Also anything later then a J2 DOW in the Pacific is a key to allied victory.

      posted in Axis & Allies Global 1940
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      DCWhat
    • RE: Salvage Dive of 1984 A&A Classic Ed for current A&A SE

      Save your IC’s and IPC paper money. Essential for the 1942.2 game. Although I wouldn’t bother with the 1941 edition at all. It’s so watered down that besides using it for it’s sculps it’s rather pointless. My opinion tho. It can be used as a starter game for new players(as I did) but buy 1942.2 along with it. After 1 or 2 1941 sessions you will of had enough.

      Speaking of sculps from older games. I was recently able to aquire the original Europe and Pacific games from a yard sale. Now I have 24 ICs and IPC paper money. Sure beats cardboard factories and keeping track of funds on paper.

      posted in Axis & Allies 1942 2nd Edition
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      DCWhat
    • RE: Keys to Allied Success

      Not sure about the abbreviations, what is an AB?

      Also, I’ve played a few games now playing each side and as the Allies I have been taking my Indian fleet inside the Suez Canal and taking Ethiopia. I’ve also accompanied this by doing the Taranto Raid each time. My question is could the Indian fleet be used to one of the most southern money islands with 2 Inf and pair it with Anzac taking the other? The transports are surely dead after your first turn but are those 2 Inf a piece enough to delay Japan from one of their NO’s, especially if they lost a lot in Phillipines assuming a J1 DOW? Or is this just a waste of a move?

      posted in Axis & Allies Global 1940
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      DCWhat
    • RE: 1942 Game in Progress

      Good video along with the turn 1 video in HJ’s thread. One thing I do have to comment on is there must be some horrible, horrible rolls for the Germans in turn 1. Getting Egypt in turn 1 is usually dicey so not getting it is possible, I tend to take Trans-Jordan to make blocking  the canal a sure thing. But not getting Karelia is a definate blow to the Axis, especially with the 2 Russian Fighters there waiting to be picked off. When I play as Germany I love it when Russia packs Karelia at the end of their turn with Tanks and especially their Fighters. At least the Axis got into the precious Russian Tanks though. Also Japan taking their SZ 37 fleet into a blocked Suez Canal was a move I never seen before, but might be deadly for them as it seems USA is going all out Pacific in this one. As it stands with USA looking to dominate the Pacific and UK having an Atlantic fleet at the end of turn 2 with no US help, looks like an Allied victory is almost certain.

      Good videos though, looking forward to seeing how it plays out.

      posted in Axis & Allies 1942 2nd Edition
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      DCWhat
    • RE: First Global 2nd Edition Game

      @creeping-deth87:

      I’m afraid you’re not going to get much of a game from the Hard AI, I play against the computer all the time because I love the game so much but you should know that the Hard AI will ALWAYS go all in on the Atlantic from the get go no matter what you do. It’s very rare for the US to do anything in the Pacific and it pretty much hands Japan the Pacific win as nothing is done to contest Hawaii. So if your Japan is competent, you’ll manage an Axis win every time quite handily.

      Unfortunately, you seem to be right. I’m not even going to bother posting about what I did and the AI did because after the US sending everything to the Atlantic turn 1 and buying Pacific, they send a very small fleet(Cruiser, Destroyer, Sub) to Hawaii. Except they didn’t land in Hawaii, they stopped one space away from it… They are on their way to landing in what looks to be London even though I’ve made it quite obvious my intentions lie in Russia after turn 3. And the U.K…. Well I have no clue what they are doing. LOL

      posted in Axis & Allies Global 1940
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      DCWhat
    • RE: First Global 2nd Edition Game

      Thank you all for your replies. I have just finished Germany’s turn in round 2 and will post a bit later/tomorrow how the round went. As for YG’s question, the British hit with their battleship and Fighter along wih the french fighter in SZ 110. I had 2 subs, battleship, 2 fighters, 2 tacticals and a bomber in the battle. Basically I realized in my non-combat that keeping the Baltic battleship isn’t as important as keeping the Med battleship in 1942.2. A fighter would have served me a lot better.

      Thank you again for the videos. If you noticed, my German opening was your German opening in your Runthrough series. Found it very useful for playing my first game and getting a good idea of how Global is played. Would’ve copied the Japan turn as well if I hadn’t opted to keep the USA out of the war for a round. Thinking about it after round 1 was complete, I realized that what I seen as an advantage to be able to keep USA out of the war is actually not. It only slows down Japan and allows the US to position themselves for whatever they want to do. So J2 I will be taking the advice of SubmersedElk and Flying Tigers and making a DOW on everyone.

      posted in Axis & Allies Global 1940
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      DCWhat
    • First Global 2nd Edition Game

      Hey everyone. I’ve lately become a regular playing 1942.2 edition but just downloaded TripleA and decided to test my luck after watching a bunch of Global videos on YouTube(thank you Young Grasshopper). I decided to play my first game against Hard AI and I took all three Axis nations. Turn 1 went extremely well for me, a little too well in terms of luck actually. However after turn 1 I decided to ask for some advice on turn 2.I purchased a Carrier and 2 Transports with Germany and destroyed both UK/French fleets with my airforce and subs/battleship with the loss of 1 sub, 1 fighter and a hit on my Battleship. This was with a 3 plane scramble too. I also managed to take out the Canadian Destroyer and Transport with 1 sub. Rolled into France with a loss of only 4 or 5 Infantry and had a perfect strafe in Yogoslavia leaving only 1 standing Infantry left and moving everything into Romania. Like I said, excellent luck it would seem. Entire airforce is in Western Germany with the exception of a fighter and tactical in the SZ above it and a fighter in Southern Italy.

      After Russia purchased nothing but Infantry and Artillery and set up their front lines it was my turn with Japan(note Russia pulled back everything but 1 Infantry next to Mongolia). I purchased a minor IC and 2 Transports and did not declare war on anyone first turn. Pushed into China as far as I could, landed almost my entire airforce into Kwansi and set myself up in the SZ next to FIC with the majority of my fleet and sized up the Caroline Islands a bit more, putting the squeeze on the Phillipines. I landed all I could with Transports next to FIC and left only 2 Destroyers to guard my 2 new Transports at home. Factory went in Shanghai.

      Here’s what baffled me as I wasn’t expecting this Allied strategy. The US purchased in the Pacific except for an Atlantic Bomber and moved everything else towards the Atlantic(Hawaii is completely empty). Even Anzac is moving towards the Atlantic. The U.K. squeezed themselves through the Suez Canal and is positioned next to Egypt with their Pacific fleet on the way it seems. They also bought a transport in South Africa and London has 14 Infantry and whatever else was there to begin with and also added the Scotland Fighter. After much thought I went through with Italy’s turn and took Southern France, Gibraltor and Greece to get my 2 NO along with no allied ships in the med. However Trans-Jordan had only 1 Artillery there and I think I made a mistake in choosing 10 extra IPCs rather then closing the Suez Canal. The U.K. can only reach my Italian fleet in 2 turns but I feel I made a mistake there.

      Here’s where I need advice. I will start turn 2 tomorrow or the next day and am not sure if I should buy for some defence or still go offence and put more pressure on Russia or the UK’s homeland while I know an apparent all Atlantic assault is on the way. Also Japan has been left completely alone and am confused as whether to keep the US out of the war for another turn to help Germany or DOW on everyone and quite possibly take the majority of the Pacific in turn 2?

      posted in Axis & Allies Global 1940
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      DCWhat
    • RE: Yet Another Submarine Clarification Needed

      Thank you guys for the clarification. Basically the confusion is the idea that because the sneak attack happens before the regular round of combat and the subs cannot participate in the regular round of combat after a sneak attack, then enemy ships defending in the regular round of combat cannot hit the subs which are not participating in the combat round because they participated in the sneak attack round. Basically we were looking at the sneak attack round as a whole seperate round of combat where when finished, all participating ships are 100% not involved in the regular round of combat(unable to attack again or be taken as a casualty).

      Some heated arguments have occurred over this. When the UK battleship rolls a hit and with only German subs in the sz, a fighter is taken as a casualty. Or the Russian sub hitting and Germany loses its Cruiser rather then a sub. Or Germany rolling two hits on its sneak attack and UK losing its battleship because the Russian sub “cannot be seen”. Basically it was a mid reading of the rules by all parties. Funny thing is say if I am allies, I will argue the allies side but the very next game I am axis and will argue the opposite of my previous argument. LOL All of us were doing this.

      Now if I can just get it into my friends heads that ships starting their combat move phase in a hostile SZ are NOT forced into combat and have the option of moving out of the SZ. This was almost a board flipper(not really) as I lost a Carrier carrying two fighters in SZ 11 because I could not find this in the rule book stating the exact steps to take in this action. Because I had a destroyer present, the German subs that were moved there in the German non-combat move phase were “detected” during USA’s combat move phase  and combat was forced. Double snake eyes later, destroyer and carrier gone, fighters forced to land back in Washington and delay the USA even more.

      For a good sized rule book, there are things that’s aren’t so clear in there or things that take too long to find when you have been playing for hours and just want to start wrapping up the game.

      posted in Axis & Allies 1942 2nd Edition
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      DCWhat
    • Yet Another Submarine Clarification Needed

      It’s become a custom discussion every game my group plays. Before we start we decide if the Black Sea is open, we then decide if we are using interceptors/escorts. Then we talk about what to do in sz 7. All do to the wording in a rule book that makes both sides argue over the meaning every game. It’s become a big headache and I’m tired of it so I need clarification.

      Attacking subs can sneak attack as long as there is no enemy destroyer present. Defending subs can sneak attack as well, as long as there is no attacking destroyer present. A hit on a sneak attack means the enemy must place a hit on a enemy ship and if it’s not a battleship which takes two hits to destroy, and remove it from the battle strip. That ship does not have the option of rolling after its destroyed and the sub after the sneak attack cannot participate in the regular round or combat after the sneak attack.

      Here’s where the argument comes in. If the sub cannot participate in the regular round of combat after a sneak attack, then it cannot be taken as a casualty if the enemy ship starts to roll some hits?

      Here are a couple examples that need clarification:

      1. After the Russian sub non combat move, it sits in SZ 7 along with a UK Battleship and Transport. Germany comes in on combat move and moves in two subs, two fighters and a bomber. Germany rolls it’s sneak attack and hits twice. Is that both hits on the battleship or can the Russian sub absorb one of the hits?

      2. Say Germany hit nothing on the sneak attack so it’s the Russian subs turn to sneak attack and it hits. There are only German subs there so the sub has to be taken as a casualty because a sub can’t hit planes. But what if Germany moved their Crusier into the battle? Can the German sub still absorb that hit or does it go to the cruiser because there are no destroyers present to “see” the subs?

      3. The UK battleship hits on its defence roll. Only German subs and planes present in the battle. Again can the German subs absorb that hit or does it go to the planes because there is no destroyer present so the battleship “can’t see” the subs?

      Please someone clarify these scenerios. If I have to have one more argument about the wording of this I think I might burn the game. Lol

      posted in Axis & Allies 1942 2nd Edition
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      DCWhat
    • RE: Sea Lion

      Thanks everyone for the advice. I took everyone’s advice into consideration and sortve blended it together to pull off a successful sea lion on turn 4 of my last game. FYI, Argothair’s second link gave me an idea of putting a carrier in SZ 5. Except I kept it there with two fighters. Turn two built two transports. By the non-combat/ place new units phase of turn 3, the carrier and cruiser protecting the transports had turned Karelia’s IC into a 8 unit IC. Turn 4 London fell, turn 5 Moscow did as well due to some extremely unlucky Russian dice rolling the entire night.

      posted in Axis & Allies 1942 2nd Edition
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      DCWhat
    • Sea Lion

      Hello everyone. I was wondering if I could get some tips on a proper Sea Lion invasion and how to go about it turn wise, purchasing wise and such. Obviously a sea lion invasion is not possible G1 but at what point can the Germans go for it and what purchases and non-combat moves should be made leading up to it? Keeping in mind that I will assume the starting transport and cruiser need to survive a UK air assault on UK1 and perhaps some hit point land units need to be purchased on G1 to A. Buffer Russia coming towards Berlin and B. Set up for the London invasion. Any tips would be greatly appreciated.

      posted in Axis & Allies 1942 2nd Edition
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      DCWhat
    • RE: USA Priorities

      @simon33:

      If Germany moves the Battleship to the Eastern Med square, they should take down Transjordan to prevent this.

      They indeed tried. They took the Inf and Art from Southern Europe on their transport and rolled absolutely terrible. If I remember correctly we had about 12 or 15 rounds of combat. The UK infantry was still standing at the end as well. Mind you I rolled horrible too because it took me 12 or 15 rounds to kill his inf and art.

      Also if planning on doing this I find a purchase of a Destroyer in sz15 for Germany can be wise as it will block the UK Cruiser from sz14 from coming into the battle as well. Also works if you go sz14 on your attack as well. But that’s a different strategy for another time perhaps.

      posted in Axis & Allies 1942 2nd Edition
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      DCWhat
    • RE: Question About Fighters

      Yes that is a legal move. I do this with the USA every game I play as them on either the Atlantic or Pacific side depending on where my AC is going.

      posted in Axis & Allies 1942 2nd Edition
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      DCWhat
    • RE: USA Priorities

      Well I had a chance to test one of these theories in a game and seen another way play out as I played the axis in another game. I played a one on one game and took the Allies and won with the Allies. I didn’t spend a single USA IPC in the Pacific and went 100% Atlantic. I put the SZ 19 Cruiser into the Pacific and to add to the fact that Germany ignored my USA transports I built and stayed put turn 1. Probably note that on UK1 I ignored SZ37 and brought my fleet into the Med and sunk the German battleship. The Australian fleet picked up two infantry and started heading towards the Atlantic(sz21 way). By the time the UK and USA were ready to hop into Europe the Germans had not taken Russia yet and were finished. Japan was a total monster, but my 3 VC I needed were right in Europe. Japan couldn’t get there in time, Germany were too Far East to retreat in time. Done deal.

      In the other game I took out the USA transports on G1 and waited to see what the build would be. By usa2 I knew I had won the game when the USA went 100% Atlantic turn 1 and 100% pacific turn 2. Two fully loaded transports is no enough to make a dent into Europe, especially if the German player is buying some infantry every turn along with the offence. Did I take Moscow? No I didn’t but I didn’t need to. Karelia, India and Hawaii was all I needed.

      This Norway factory sounds intriguing to me. I don’t think I’d put an IC in China though. Agreed that a wall needs to be made in some way to protect Russia from Japan but 15 IPCs is expensive.Especially since Japan doesn’t really need to take it and just go under it to get to Russia.

      posted in Axis & Allies 1942 2nd Edition
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      DCWhat
    • RE: 1942.2 Italy

      Agreed. It was a Hunter Jones who made the video which gave me the idea. He basically just put Italy into the game taking Italy and Southern Europe, Libya and Algeria and making it Italian. Which really sparked my interest to go buy Italian pieces and rounds until I really looked at the board and realized that because of the starting fleet in Italy(Italian Battleship, Destroyer, Sub & Transport) along with a fighter and bomber added in the capital, the UK forces in Egypt would have to be upped a bit or UK stands to lose an important fighter(depending on who starts first). Also Italy would have a clear running through Africa after that until the USA can get over there but that would take away from the USA helping UK and Russia in Europe. Also your point about Italy at 3 IPCs would definately have to be bumped to 8 which would give the nation a starting income of 12 in total.

      The more I think about it, it’s almost as if you would need a whole new map for this. It still intrigues me to entertain the thought rather then buy a $400 Anniversary game or get the Global edition that has just way too many rules, nick nacks and other things involved. Perhaps I will search deeper into this to see if a good game balance can be found.

      posted in House Rules
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      DCWhat
    • 1942.2 Italy

      Just wondering if there is a house rule for adding a Italian army into the 1942.2 game? I seen a video on youtube which gave me the idea but was wondering if there was something a bit more to it then just giving Italy 7 of Germany’s IPCs which weakens the Axis’ most major power to give you a weak and poor minor power.

      posted in House Rules
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      DCWhat
    • RE: USA Priorities

      Thank you all for your replies. My friends and I have played this game a handful of times now, with an intent arguement by myself to incorporate bidding the Allies have won the last two games. However that was more due to Russia holding its capital and the UK helping out on that part. The thing with the USA is a smart German player will ignore the UK Destroyer and Tank in SZ 10 and go after the USA Destroyer and 2 Transports. That means USA has a Cruiser at the very edge of the Atlantic to start. USA1 is building, USA2 is sending to Africa or middle of the Atlantic in hopes of a Europe raid or building some more depending on what the Germans are doing on the water and how the UK has done dealing with that. And if Japan decides to Pearl(have yet to see it in this game) then the USA is getting removed from both theatres before it has a chance to play its first turn. I did play the USA on one of the Allied wins and used my bid to try and hold China a little longer. Perhaps I should’ve went on water?

      Again thanks for the replies. Next game I am USA I will take this all into thought. I believe I will try focusing on one theatre and see how that works out. I do like the “small goal” idea for the opposite side of the map.

      posted in Axis & Allies 1942 2nd Edition
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      DCWhat
    • USA Priorities

      Hello everyone. I have a question in regards to where the USA should spend its first few rounds of IPC’s. Should they spend all in either the Atlantic or Pacific depending on a KGF or KJF strategy? Or should it be split half/half each round? Or perhaps on one turn all go to either Atlantic or Pacific then the next turn go all on the other side of the board? This might effect the effort negatively in terms of putting IPC’s into the Pacific on a KGF strategy or vise-versa. But I am assuming the USA would need to post some sort of threat on the opposite side of where it’s intents lay. Thanks.

      posted in Axis & Allies 1942 2nd Edition
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      DCWhat
    • RE: UK Struggles

      Apologies for the late reply, been a hectic last few days. Thank you Black Elk for the explanation on bidding. We did in fact use this tactic on our last game. It’s a very good idea if the allied winner knows how to spend it.

      posted in Axis & Allies 1942 2nd Edition
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      DCWhat
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