I want to hear it as well. When I attacked G1 I won the first game with the axis (between me and my buddy) out of 9 games.
Posts made by elevenjerk
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RE: Response to a G1 Barbarossaposted in Axis & Allies Global 1940
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Triple Aposted in TripleA Support
Just played my first game on Triple A against the AI and demolished it. I see that I can make it a little harder by boosting the AI attack and defense bonuses but that doesn’t fix the very dumb places that the computer moves. Does anybody even play the computer outside of the planning of first moves?
With that being said, it is pretty cool that I can play the game without anyone else around and teach my 5 year old a little bit. A little different keeping track of everything when you are used to the board game and chips etc, but I am sure I will get used to it after a couple games. Also really cool that it is free!!!
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RE: Strict Nuetralsposted in Axis & Allies Global 1940
ONE. Let the bodies hit the - TWO, let the bodies hit the, THREE Let the bodies hit the FLOOOOOR! Yea!
You see the parrot on youtube that sings that? It is pretty funny. Gotta check it out.
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RE: Japan - how to deal with aggressive Russia?posted in Axis & Allies Global 1940
My positioning of guys left me no choice. I agree though, there is no point in having guys in both.
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RE: Turn order is time wasting…posted in Axis & Allies Global 1940
if France somehow recaptures Paris F1, then they will collect income at the end of their turn
Plus the one time 12 IPC’s to spend on whatever units they want to place immediately in France for liberating it.
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RE: Japan - how to deal with aggressive Russia?posted in Axis & Allies Global 1940
7 or 8 inf and the aa gun should be enough to defend against 12
There are 18 guys there. I had four guys and an aa gun in manchuria, and four guys in korea. He brought 9 inf to each spot and won both of them. Unless you have backup able to come from Japan or down south via transport I think that is a good amount of guys.
Granted, the total on his 1’s turned out to be 40% or something stupid like that but that is the magic of the dice:)
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RE: German Blueprint: G1 Attack on Russiaposted in Axis & Allies Global 1940
An alternative is to buy the naval base in the province next to Indochina + Transports and just shuck units in directly from Japan
That is exactly what I did on J2 in order to have the ability to go wherever I wanted when I chose to attack. Naval base in Kwangsi. I may have gotten another transport as well. I believe I had about 7 or 8 around turn 5.
One issue I always have to deal with is…. the guy I play with always puts his Phillippines fighter in guam if there is no attack on J1. That is a major headache. It sneaks up and takes transports but there are always more important things to do than try to get him. Can’t send just a transport cause he will scramble and wipe out all of them. Don’t want to waste precious warships, guys, and transports to get nothing.
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RE: German Blueprint: G1 Attack on Russiaposted in Axis & Allies Global 1940
Are you doing late DoWs with Japan? It seems counter-intuitive but a Japan that attacks round 1 is better off than one that waits until round 4. Also, be careful about squandering your air force by sending too much of it into the Asian heartland chasing after Chinese or Russians. It does better on the coast so that it can support the navy and crush any Allied fleets that show up in the DEI.
I have tried multiple things on different turns and keep improving slightly each time. Did J1 two games in a row and just kept running out of ground forces in order to protect the islands and the two mic’s i built in malaya and FIC. Didn’t help that the epic fail I posted earlier in the thread happened with a J1 so I had to be extra aggressive in order to make up for Germany’s lack of presence.
This last game though where the G1 worked out perfectly I fully intended on a J2. Once it came time for it though Germany looked so good that I had to give it one more turn. I positioned myself to take at least one island, malaya, kwangtung, and shan state. The allies ended up attacking to try and hold the burma road figuring it only holds US out one more turn of positioning and no turns of money. I proceeded to take the territories I mentioned plus beorno on J3, and on J4 was able to take the rest of the islands. US moved to the Carolines on US 4 ( I managed to hold so anzac had to come finish the job) but my entire navy was able to get back to the Phillippines with left over ground units on the accessible islands (Java, Celebs). With america only able to spend 52 each turn and only able to place 3 units on the pacific side, his navy had no chance against mine.
We are on turn 8 now. Germany should make 96 IPC. Japan has lost one island (sumatra) but I am able to slip out to Hawaii and snag that bonus. US has built straight pacific navy since turn 4 so my navy can’t compete with him. The problem for him is that he is in sz 7 so he can’t even get to my navy in sz 26. He has another build in sz 10 but I will crush them if he tries. That makes Japan making 62 IPC after J8. He is two turns away from catching my navy and by then Germany will own the rest of the world I am sure:)
Sorry for the Novel. Just really stoked to finally win with the axis.
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RE: Rule clarification regarding submarinesposted in Axis & Allies Global 1940
how bout this situation.
Japan has a navy in sz 6. us has 2 subs in sz 16. Japan attacks the subs with a destroyer and 4 fighters. the rest of the navy including the transport goes on to hawaii with a transport w/ 1 inf to take hawaii. Do the subs still get a shot at the transport or no since I am attacking them with a destroyer and planes?
Found the answer to my own question….any surface warship that accompanies a transport negates the shot from a sub at the transport.
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RE: German Blueprint: G1 Attack on Russiaposted in Axis & Allies Global 1940
Yea, whoever is the axis gets the board at their house (since we can’t seem to win with them) that way we get a chance to plan a bit. It is generally played over a week or so based on how busy we get.
Actually it’s the opposite, we get spanked in Japan so fast that Germany doesn’t get a chance to impose it’s power before it’s too late. We also play till the other gives up.
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RE: German Blueprint: G1 Attack on Russiaposted in Axis & Allies Global 1940
A little bit but not much. He is a far superior player to me and the only other person I play consistently. With that said neither of us have won with the axis yet (0-8). I have a pretty good chance in this game but I have been known to make some pretty colossal errors. Japan is at 65 ipc with India held at bay pretty good and I hope to eliminate all Chinese inf this turn along with a Russian armor and mech. That should give me time to get some ground units in to eliminate them all together. Hopefully all but 1 Russian inf will be gone by Mongolia after this turn while my navy parks it in the phillippines with 0 chance of losing to the us navy for at least a couple turns. Germany should be around 90 ipc with 17 Russian ipc after taking the capital on G6. Should be able to threaten London in a couple turns. Italy is at 14 ipc and just buying inf to solidify capital from any attacks.
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RE: To block or not to blockposted in Axis & Allies Global 1940
They have their place but often you can simply clear the blockers and hit the (now weakened) fleet a turn later.
I agree. I generally won’t block unless I have another warship in the zone I am blocking for. It is pretty effective early for japan to put a destroyer in sz 16 while having a couple more in sz 6 to hold an american advance for 1 extra turn. Always have to be weary of the US being able to take out the sz 6 fleet with aircraft though.
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RE: German Blueprint: G1 Attack on Russiaposted in Axis & Allies Global 1940
Far better results this time grasshopper!!!
Purchase
tt dd 2 armor 1 inf (tt to help fix any debacle in sz 115 again. dd to be able to scramble planes on the sub if it was left. 2 armor 1 inf to transport to Novgorod if successful)
Bessarabia 2 inf 1 armor 1 tac
Eastern Poland 1 inf 5 armor
Baltic states 3 inf 1 fighter 1 tacsz 115 bb cruiser 1 fighter tt w/ 1 inf 1 art from germany
vyborg 1 inf 1 art from tt 2 bombersYugo 6 inf 2 art from GSG 1 inf from romania to strafe after first round no matter the results.
France 7 inf 4 mech 3 art 3 armor ( was a little worried about heavy losses on this one)
sz 111 2 sub 3 fighters 3 tac (figured scramble was unlikely)Finland 3 inf
Liked the idea by variance I think to put 6 armor in eastern poland so I put 5 with one going to Bessarabia to be sure I didn’t lose a fighter there (my buddy has been rolling ridiculous dice lately). Also like the idea of just taking france and worrying about SF and Normandy till turn 2.
sz 115 (where it all went wrong last time I tried it if you recall) He does not scramble, as I assumed, but believe it or not he rolled a 1 with his sub again so if I hadn’t taken the battleship the plan would have been foiled….again by a 1 in 6 chance. He also rolled a 3 for his cruiser, but I took out both his ships and moved on to Vyborg with a damaged bb and a cruiser left.
Vyborg win with 1 art left
Baltic win with 3 inf left
Eastern Poland win with 5 armor left
Bessarabia win with 1 armor leftYugo I once again get 4 hits and strafe to Romania with no losses
France got lucky and wiped him out in 2 rounds but lost 7 inf and 2 mech
sz 111 No scramble and I win with all my planes left no subs
I could probably expain his whole move but I will give you the short version. I took over Novgorod on G2 and have not relinquished it since. I made a slight error by missing a chance at a can opener with Italy to get Ukraine on G3 but firmly secured it on turn G4. Russia will be gone G6 no matter what with a chance at also having Volgograd and Caucasus if the Italian can opener works and he chooses not to land 4 or so UK planes in Caucasus.
Meanwhile in the Pacific Japan waited till J3 to attack after getting attacked in Yunnan by UK so America is still not a factor yet.
Japan is on turn 4 and has China almost gone but no more ground troops to finish the job. A good chance at taking the last two islands for the NO bonus with America only able to get to sz 6 or sz 33 on this turn. Both moves will allow my whole navy, minus a couple subs, to move back to the Phillippines and he doesn’t have the navy to have a chance in an attack or defence since he could only put 3 units a turn till now.
LOVE the G1 attack and it may become an axis staple in our games!!!
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RE: Capturing Major IC with damage markersposted in Axis & Allies Global 1940
Along with the damage if it was never bought off before it can be upgraded. It could be a 26 IPC expense for the original owner to upgrade it back to the major.
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RE: German Blueprint: G1 Attack on Russiaposted in Axis & Allies Global 1940
If that
ifhas such repercussions for you, it still sounds like you made that too risky. A 1-in-6 chance isn’t poor enough odds if you are going to bank a lot on your opponent missing the roll.Yea the repercussions were not fully realized till after the fact which in turn would have and will change my purchase next time I try this. In hind sight the purchase seems to be pretty pointless…I’m dumb:(
OK, I totaly understand that you gotta do things your way, I’m just glad that you’re willing to try this G1 strategy again, because it’s really fun IMO.
Im wasn’t trying to sound like an ass I just really liked the idea of your G1 but if I do all your moves it feels like I didn’t do it. That is why I took your idea without the exact moves and tried to formulate my own plan. Clearly it backfired but I learned a lot and that seems to be the best way for me not to do something again. Tell me a hundred times not to do something and I will end up doing it, but after I do it and it blows up in my face then it seems to stick a little more. Makes me sound like a kid huh:)
Even with the awful start I am not in horrible shape. I don’t think I can win but I am just trying to see what I can make of the game with that huge IPC swing. If I can make it last then it will get me real excited to try again and do it the right way.
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RE: Capturing Major IC with damage markersposted in Axis & Allies Global 1940
The major IC gets reduced to a minor IC which can only hold a max of 6 damage points. All other damage is removed above 6.
First paragraph pg. 21 Europe Rulebook
“Any damage previously inflicted on a facility remains in
place until it is repaired (any damage markers beyond 6
on former major industrial complexes are removed).” -
RE: German Blueprint: G1 Attack on Russiaposted in Axis & Allies Global 1940
Well like I said it was an epic fail and in my opinion all boiled down to an error in my purchase to not prepare for the first shot hit.
The cruiser should not have been used that way, or lost that way… after you read the rules about subs, you won’t make that attack again.
I did read the rules about this which is why I brought 2 fighters which allowed me to roll 3 3’s. I hit 2 of them when i ended up rolling so if he had not rolled the 1 for his sub then the battle is over. I did however overlook the scramble but so did my playing partner which neither of us will do next time.
Your cruiser means nothing in this scenario, you need a destroyer to engage his sub, this makes your G1 attack on the Russian boats unessasary this early in the game because you don’t have a destroyer.
Actually my cruiser means I can get the sub if he chooses to stay and fight and the rule states that you roll all dice of the same attack value at the same time and the defender must take the max amount of hits. This means if I get two hits with my 3’s he cannot say that my cruiser hit his cruiser and my airplane hit nothing since they can’t hit subs.
I did mean baltic states.
The sz 111 battle I rolled with my son about ten times before my buddy came over to play and not once did the UK remain with a unit. With that being said I will try to get another plane there.
Bombers are best used when hitting sea zones G1 or using them in Strategic Bombing Raids.
Again, this is another repercussion of him rolling the 1. IF he didn’t roll that 1 I have 2 2’s and 2 4’s on three 2’s. More than likely I will take them out and keep both bombers. A risk I was willing to take in order to take out 3 more guys. That in turn would eliminate the counter attack on finland.
Germany didn’t move enough units into these attacks, and therefore left themselves weak to take the Russian territories needed to provoke Russia into countering.
He did counterattack and I was able to take them all out very easily with my second wave and all I lost was some inf and 3 armor. All I had was three more tanks available and I figured they would get lost in the counter attack. Of course not the case in finland but that was discussed.
I wouldn’t continue this game because the misunderstanding of the sub vs cruiser battle really hurt your chances to win.
That doesn’t seem to fair for my playing partner “My first turn didn’t go like I wanted so lets start over”
I really enjoy reading your posts grasshopper but I don’t take anybody’s first moves and do exactly what they do. If like the idea, I try to figure out the best way that I can think to do it. I will try this opener again with a few tweaks here and there and hopefully my next post will be how good it worked:)
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RE: German Blueprint: G1 Attack on Russiaposted in Axis & Allies Global 1940
Epic Fail!!! I tried a variation of the G1 attack on Russia and made one crucial error so I thought I would share (for those interested of course) so no one else makes the mistake i did.
Purchased 6 art 2 inf
Bessarabia 1 Inf 1 armor 1 tac (I took the other inf and put him in Yugo to strafe back to romania after round 1 of battle)
Eastern Poland 2 Inf 1 armor 1 tac 1 fighter
Belarus 3 inf 1 armor 1 tacHere is where I tried to add a little more to Grasshoppers plan
sz 115 1 cruiser 2 fighters 1 tac 1 tt 1 inf 1 art to attack vyborg (3 inf) along with two bombers.
2 inf from norway to finland to make 6 inf in finland
6 inf 2 art + 1 inf from romania to yugoslavia. Figured that no matter what happened I would roll 1 round and strafe. Didn’t think I would win.
sz 111 1 battleship 2 subs 2 fighters.
sz 106 1 sub
sz 91 2 subs
France 4 inf 2 art 4 mech 6 armor
Normandy 3 inf 1 artSo I beat the cruiser in 91 with a first shot attack.
Got the destroyer and transport in 106 and kept my sub.
Pretty bad dice made me lose everything in 111 and he had a damaged battleship left.
Got 4 hits (amazingly) in Yugo and strafed to Romania
Lost 1 inf in bessarabia so I had an armor remain and lost nothing in eastern poland or belarus.Here is where it gets bad
sz 115 He rolls a 1 for the first shot attack and takes out my cruiser which in turn means I can’t get his sub
He then rolls a 2 for his cruiser and gets a fighter
Allies -12
Axis -22Now I have to retreat my tt back to 114 where he is surely dead on the next turn
Allies -12
Axis -36Meanwhile my two bombers that were going to assist my inf and art have to fight one round before they can retreat. I get 1 hit, he gets 1 hit
Allies -15
Axis -48On the allies turn
Russia attacks finland with 4 inf 2 fighter 1 tac on my 6 inf Wins while I took out 3 inf 1 fighter. 2 IPC 3 IPC bonus
Norway gets taken by UK 3 IPC I lost 5 IPC bonus.IPC swing 45 since I have no transports to take those back until my next turn when I have to buy them
Allies +23
Axis -22He will actually be able to hold finland for three turns because of units he moved in to protect it.
So all this is to say I got hosed on a 1 and 6 chance of losing my cruiser but if you choose to emulate the russia side of this attack (which I think could be a good one cause you get 10 of russias inf instead of just 7) make sure to purchase navy to drop in 114 to protect the tt that has to retreat or buy another tt in 113 to be able to take norway/finland back. I will be trying this attack again and hope for better luck next time.
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RE: Victory Conditionsposted in Axis & Allies Global 1940
With that being said I agree with elzario, the guys playing should decide at the beginning of the game on the definition of a round.
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RE: Victory Conditionsposted in Axis & Allies Global 1940
I think the second part makes it quite clear. Nowhere does it say that Germany thru France is a complete round, but it clearly states that each country taking a turn is a round. Just doesn’t seem fair if Italy takes the final VC and the only countries that have a chance to take them back are Anzac and France. I’m fairly certain that in over 90% of games played those two countries (especially Anzac) wouldn’t have a chance at taking any city back on the Europe theatre.