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    Posts made by Demandr3d

    • RE: Effective Japan complementary strategies

      Theres a lot of approaches with Japan that can work, but it is really difficult due to how many different places the allies can atack you.

      I personally look to declare on J2, unless waiting a turn can really benefit the europe side, mostly based on usa1 purchases and what india and anzac did with their trannies.

      I like to buy IC and 2 trannies on J1, and I feel that this factory cranking out mechs means that the ground units already on Asia are more than enough to push into India and force its capture, or the India units to run away to the middle east, usually on about turn 6 or 7.

      This frees up my navy to aggressively stack against the combined Allied fleet, helping to hold the dutch money islands without contsantly trading them back and forth with the allies.  So far my favorite spot is to stack and hold off of Java with several trannies and ground loads, with enough air and maybe ground on phil so the allies cant really go get it back easily. Ive seen other spots played and work very effectively tho.

      This leaves contsant threat on India, while giving my ground factories (usually i put a second one on FIC once I take it)  The time they need to move in and stack burma without India being able to take it back.

      posted in Axis & Allies Global 1940
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      Demandr3d
    • RE: Optimal German path to Moscow

      3 fast means 3 mech or tank, depending on what fits your money.

      The idea is to put the maximum possible unit count on a Moscow hit on a given turn that you choose.

      So what you buy where determines which turn you are trying to maximize your swing.  Arty bought in Ukr is designed for 2 turns out, fast bought there is designed to hit the following turn, arty bought in novgorod is timing for three turns out, fast is 2, and so on.  Fast purchased in Germany reaches a moscow hit in 3 turns, matching the speed of arty bought in Nov.

      So if you are not sure, or do not think that you are close to a winning swing, u keep buying 6 arty in the forward factories and all Fast from Germany, until you feel that you are near to a successful hit, as that will keep streaming a maximum of efficient unit count towards Moscow.

      The point is to decide based on map position (namely the position of possible allied air reinfocements, and Russian inf coming home from the East) exactly when you have the best chance to capture moscow, and purchase accordingly.

      If you decide that 2 turns out is your window, for example, you buy arty in ukr, fast ground units in nov, and short range planes (usually tacs) in W Ger, then the following turn its fast in ukr, short range air in nov, and strats in W ger, to maximize the unit count and punch on the turn you choose to take the swing.

      I hope thats less confusing……i get a little wordy now and then.

      posted in Axis & Allies Global 1940
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      Demandr3d
    • RE: Optimal German path to Moscow

      It’s not so much a guarantee that Moscow falls G6 or 7, as it is a “Force the allies to react and protect Moscow with everything possible” by G6.

      As mentioned above, a G1 buy of 6 inf 3 art, followed up by a miniumum of ten fast per turn the next 2 (or 3) turns will put far more troops in Stalin’s face than he can handle alone, leaving him no choice but to turtle in Moscow.

      March directly to Ukraine, capture and hold of that IC on G4 is crucial, and fairly easy w all that fast, in addition to the 9 inf up top taking novgorod.  If russia attempts to defend Nov, that is a massive benefit for Germany, as those units will not be able to reach Moscow in time for your stacks’ big hit.

      The key turn is G4, you need to figure out if you have a resonable chance to take moscow on G6 or not.  This usually depends solely on how many Planes the Brits can have in position to land in Moscow on UK5.  Most good players will be able to take a G6 capture away by having a persia factory which cranks out 3 ftrs, and the Med air, all able to reach Moscow at that time.

      If u feel that u have a G6, the buy is G4 u buy all air in W ger, then G5 u buy 3 fast in Ukr, 3 tacs in Nov, and strats in W ger, for max attack potential.  This is obviusly fairly innefficient and should only be done once u feel you have the capture above 90 percent 2 turns out.  Otherise arty in ukr and in nov and fast from back home will work, as that Western fast reaches moscow in 3 turns, the same window as the nov arty.

      Fast purchase in the West on G4 (or even G5) is still very reasonable, as even if you cant take Moscow quite yet, it will guarantee that Russia has no choice but full Moscow turtle while u stack bryansk, AND tale the heavy money terr of Cauc and Volgo, putting your income north of 70.

      From here its essentially only a matter of time, as unless UK can bring double digit air (which does often happen)  Moscow will not be able to be strong enough to hold, even if it has a hundred units on it.

      In the rare case that Moscow is strong enough to live through this turn 6-8 phase, the optimal play is usually to push down to the middle east with your huge stacks of fast units and change the dynamic down there, while also blitzing around Moscow to take all of his backside money away from him.

      posted in Axis & Allies Global 1940
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      Demandr3d
    • RE: Does anyone else play a slow game as Japan?

      uhhh, no I buy the kwangsi IC on turn 1, and on a j2 dow take Fic and IC it on turn 3….wheres the confusion?

      posted in Axis & Allies Global 1940
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      Demandr3d
    • RE: Does anyone else play a slow game as Japan?

      I routinely force an India capitulation between j6 and J8, with nothing more than a kwang IC on j1, and a FIC IC on J3, and the starting ground.

      Its really not hard, as by UK3 india is typcially earning 4-6 bucks, depending on convoys.

      So therefore if the USA has left the pac, my initial 5 trannies, (3 starting plus 2 bought J1 in a 2 tran IC buy) is more than enough to stomp Anzac into dust.  All those Brit air u mentioned can choose to save either India, or Moscow from a G6, they certainly cant do both.

      Ive done it in games where USA didnt leave the pac, tho granted its much more difficult and far slower, as you mentioned.

      posted in Axis & Allies Global 1940
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      Demandr3d
    • RE: Does anyone else play a slow game as Japan?

      There are people who take the pac fleet and go home?

      WOW.  Just. Wow.

      I would love to play against somebody who tried that…id be winning the game around turn 6 or 7…and it would be easy to see coming, and impossible to stop.

      Take ANZAC first, wall it off with a giant fleet, threatening hawaii, then march on India with an unstoppable hoard…I cant think of a single way that the allies could stop this from happenning, if the USA left the Pac and then spent its first 3 or 4 turns income in the Atlantic.

      posted in Axis & Allies Global 1940
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      Demandr3d
    • RE: Does anyone else play a slow game as Japan?

      GHR is pretty on the money I feel.

      Generally I believe that J should declare on J2 or J3, depending on the circumstances.

      There is little question that delaying past J2 gives Anzac and India a chance to be more than just speedbumps, but J3 is certainly viable.  I feel the best benefit of J3 is to benefit the Europe side of the board, most notably Italy, and so my decision on which turn depends on a few factors.

      1. Where did USA put its first buy?  If he put most of it Atlantic, thats a vote for J3, if its heavy pac, then waiting gives the allies an excellent chance to match or exceed the J fleet in the mid game.

      2. What did India and Anzac do with their trannies?  Sumatra and java takes are a strong signal that J2 is preferable.  Allowing these powers to make that much money, AND bring the trannies home for a second use, is a BIG detriment to making good progress towards threatening a victory in the pac theatre.

      GHR is EXACTLY right that the key to doing a good J3 is to have a credible threat to J2, so that the allies cant cheat a few moves that will ONLY work when they know japan isnt going to attack them on turn 2.  When I see J trannies go north on turn 1, for example, I can move the malaya inf home to india, I can buy a naked tranny for aussie, and/or a few other choice moves that simply dont work if J is going to be able to attack me.

      I find that most of the games where I delay to J3, UK declares first, and laps up that sweet mid-high twenties income, and Anzac will eanr about 20 as well, which makes toppling India any time before turns 7-10 extremely difficult, and usually means a huge fleet on the other flank if I do push hard on India.

      posted in Axis & Allies Global 1940
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      Demandr3d
    • RE: NEW- Official Global 1942 version of the game- by Larry Harris

      See, in our games, Italy has little trouble reaching the high teens, although going higher is very tough. � Clearing the med for the bonus is far easier than in 1940 for several reasons. � First being that Italy has a lot more air, and second being that there are a lot less boats around at the start for UK. � I’ve found Italy earning 16 on I1 most of the time.

      Another factor that likely influences this is that the most common G1 move for us so far has been to buy the carrier, and kill sz 119. � This makes any potential sz 91 moves very tough for the allies turns 1 and 2, giving Italy a little bit of time to get its legs under it.

      I agree that Egypt falling is very tough for Italy to pull off, however other than ftrs, I dont see any units built in Egypt having time to reach India to make a difference.  A Perisa factory OTOH, is a different story, and likely very necessary to keep India alive.

      posted in Axis & Allies Global 1940
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      Demandr3d
    • RE: NEW- Official Global 1942 version of the game- by Larry Harris

      It is interesting seeing the different perspectives on this setup.

      So far in my play group, we have found that Japan is seriously OP, and can easily choose to sack both Hawaii and Solomon on J1, leaving poor little india zero chance of living long with a single minor fac in FIC cranking out fast, and maybe a couple trannies coming down from a J1 purchase…

      Our consensus at this point is that USA needs a ten bid ftr on Hawaii to have much chance of stopping a J juggernaut.  An all ground push on India coupled with a huge naval stonewall of USA fleet rebuild efforts has left poor little anzac an easy target, and a Pac win a likely outcome.

      What are you guys seeing differently about how monster J gets in the first 2-4 rounds, and how are you stopping it?

      So ar, I like 42 a bunch, it feels much more like Revised plays with all the forced and expected turn 1 big trading that MUST happen, I just dont see the Pacific as being very well balanced currently.

      posted in Axis & Allies Global 1940
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      Demandr3d
    • RE: Questions about bids and balance

      In my experience, no bidding of buildings, but like most rules its open to agreement and modification.

      posted in Axis & Allies Global 1940
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      Demandr3d
    • RE: Questions about bids and balance

      Usually over on triplea, standard rules for bids include 1 unit per terr, or SZ max, no units placed where there are not already units, and yes the bid can be split between whichever countries the Allied player wants.

      Most common bidded unit is the sub in 98 for britain, along with some ground in egy/sudan, or a couple of units for China to make stacking Szech on the first turn easier.

      I have seen trannies off SA for the brits, or off NZ for Anzac used very effictively. A ftr for Scotland to make 111 a pain on G1 is also used often, or the xtra bird in the med instead of the sub.

      posted in Axis & Allies Global 1940
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      Demandr3d
    • RE: Germany Med sea defense

      Generally, especially in the early game, ceding the territory is the way to go.

      Rome landings realy arent much of a problem for Germany, as the opportunity cost of those units not punching thru Cairo are enormous.

      Personally, I love to see USA extend his shuck in the early game, defending both SZ 12 and SZ 14 is very difficult without spending a bunch of (unnecessary) money on capital ships (BS and AC), and having enough trannies to do so efficiently is very expensive as well.  Every dollar USA spends on non-ground units is a boon to the Axis.

      In Revised USA doesnt have an enormous monetary advantage, and so there is only so many things they can accomplish.

      Keeping Paris stacked tall is far more important for keeping the Allies out of Europe for as long as possible.  A stack of Ftrs tere make USA extending past 12 very difficult.

      posted in Axis & Allies Revised Edition
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      Demandr3d
    • RE: What Makes For The Most Balanced Game?

      No Grasshopper, its not about the temptation, I have zero temptation, I will never spend a dollar on it as any power, as it is extremely inefficient.

      I choose to play NT so I can avoid other players who would rather spin the roullette wheel, and thus once in a blue moon pull a big result out of their a$$ and spank me with it.  The rest of the time, their missing dollar value makes the game an easy cleanup for me, I can just lean on em w superioir numbers.

      All things being equal (which of course they rarely are) I want my games decided as much as possible by my skill vs your skill.

      posted in Axis & Allies Global 1940
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      Demandr3d
    • RE: What Makes For The Most Balanced Game?

      Because when you have to spend on a crap shoot, just to succeed and get ANOTHER crap shoot for which tech, DDs subs ACs trannies and ftrs seem like much better investments.

      No Tech FTW.

      posted in Axis & Allies Global 1940
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      Demandr3d
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