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    Posts made by eumaies

    • RE: How should the Allies counter 2 ICs on J1?

      quite simply, transports have to be defended, and the allies can put have in range alot of threatening airpower before japan’s second turn…  and every ship that’s left defending them reduces your ability to cheaply destroy the various allied fleets that might be making a mess in the pacific on turn one.

      Other than that, the additional transports allow for 6 units a turn, similarly to the IC’s.  The additional transports give you the ability to grab guys more quickly from the islands, as well as the ability to push on india and africa faster and harder.  But each of these require some tradeoffs (ideally, mass troops in manchuria, but if india looms you may have to deal with that, slowing the flow of 6 units/per turn.

      transports assuming a factory build later also ends up reducing the flow of fast moving armor, if that’s necessary.

      Don’t get me wrong, i’m a big fan of transports, but they have their drawbacks too.

      posted in Axis & Allies Revised Edition
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      eumaies
    • RE: So, do you ignore Japan completely?

      unless you think you’re likely to lose the game, i don’t know why (other than fun :) )one would take such risks on turn 1 as russia.  Losing any one of those battles (as is likely) will cost you more in resources and positioning than you stand to gain.  And the overall expected losses are very expensive for russia relative to attacking just 2 locations with real strength of numbers.  I’m always open to sacrifice troops for positioning as russia, but if you’re not guranteeing positioning (by taking ukraine and securing caucausus and other regions) then you’ve started the game off with an unnecessary gamble likely to leave you worse off.

      posted in Axis & Allies Revised Edition
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      eumaies
    • RE: So, do you ignore Japan completely?

      I’ve actually found that Japan is surprisingly weak against coordinated pressure from all 3 allies in asia.  It’s surprising because on paper Japan has enough mettle to do anything, but in reality when 3 players go before them every turn you can give them way too much to worry about.  It’s my standard allied opening and I have a hard time finding opponents who can respond to it:

      A neutralize japan first strategy, involves simultaneous pressure form russia in the north with massive US (and initially british) fly-in of air support to buryatia, a UK IC in india, and an option for an IC in sinkiang if china has very few japanese forces in it at the end of turn 1 OR turn 2.  The principle is that all three allies forcing japan to swat flies is enough to slow her down and often beat her in asia.

      Even a moderately successful delay in japan’s ability to break through is often enough for the allies to carry the day on other fronts.  But in my experience, there is actually a great possibility of actually shutting japan down even if they build two IC’s initially.  If things are going well, UK may be able to take a french-indo IC, which would signal that japan has pretty much failed.

      –------------------------------------------------------------------------------
      More specifically, here’s a few principles I view as important if choosing to contest Japan’s control of asia:

      1. Russia needs >6 infantry ultimately in the north, and also must threaten to supplement with this with some offensive power (even if you don’t use it, the threat is critical).  examples include a plane landed in kazakh or a tank diverted from the western front (harder to manage).

      2. Buryatia is a critical massing point for the first turn or two, because it’s the easiest square for the US to reinforce with its massive airpower.  As long as it is held, us bombers built in  western US can strike asian sea & land targets without delay.  however, for russia to hold buryatia on turn 1 it’s best for UK to land a fighter there.

      3. UK boats should occupy the sea zone outside kwangtung on round 1 (carrier, destroyer), while transport blocks sea zone outside french indo china to prevent japan from leveraging it’s second battleship.  That battleship should have no useful targets on turn 1, while japan has to risk real losses to take out both the UK and US fleets on turn 1.

      4. Tanks in caucusus are necessary to supplement any IC in india.  You can’t gurantee japan won’t take india (by luck or skill), but you can leave the option of re-taking it so that british building in the IC there is not interrupted.

      5. British troops in india also need offensive capabilities, preferably ready to strike on turn 2.  this means that having your bomber (and your initial fighter) in striking distance of french indo at the end of turn 1.  This is all part of the general approach of forcing japan to make hard trade-offs against multiple threats.

      6. US ground troops, whether there’s an IC in sinkiang or not, are worth their weight in gold when you have significant air power available in asia.  Each ground troops you keep alive enables a potential US attack and leveraging of it’s air force to kill japanese ground forces.  Lacking ground troops, us air raids are risky and expensive.

      7. Make japan take losses.  Even if you end up ultimately losing the asian front, offensive moves are necessary by the allied powers to reduce the buildup of japanese ground forces.  If done long enough, japan’s full strength will emerge too late to save germany.  For instance, even if it’s “suicide” to move into manchuria with 8 russian infantry, it’s often still worth it.  A force that size causes enough damage on the defense that forcing a pile-on from japan is worth the cost.  The alternative of sitting and waiting while japan grows secure is what allows japan to overwhelm its opponents.

      While all this is going on, the UK spends >50% of it’s money and the US spends most of it’s money against germany.  It’s a big initial focus but not a sustained waste of money in the pacific with boats or anything like that.

      posted in Axis & Allies Revised Edition
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      eumaies
    • RE: Hello to all

      hey white out,

      i find gametableonline.com has a good free java version of the game.  some people have technical difficulties there but if it works for you it’s IMO alot easier than emailing a board back and forth.

      re: your observations as axis.  It is pretty typical for germany to slowly get ground down if the game goes long enough.  They can make some headway in africa to offset this, and of course tactical decisions matter alot, but in the end if all 3 allies focus on germany it’s up to japan to come to the rescue.

      as japan, killing fleets is nice to do, but successfully landing or producing large amounts of ground forces in asia is your best measure of success.  You can choose to hit russia earlier or india earlier, but either way you need alot of ground forces to finish the job.  This means building industrial complex’s or building and protecting new transports.

      Also important in that dynamic is to make the most of your battleships, coordinating with transport attacks and air force to fight and win coastal battles with a huge advantage, minimizing your losses.  If japan can dominate asia then when germany starts to get beat down japan is ready to take up the work of beating on russia.  Getting enough land troops into the pipeline is the key to getting this done.

      posted in Axis & Allies Revised Edition
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      eumaies
    • RE: How should the Allies counter 2 ICs on J1?

      that sounds awesome, let’s play.  but what’s battlemap?  I’d be happy to install it.  I currently play on gametableonline – have you played there?

      If we’re playing standards A&A revised i’m happy to play axis with no bid (no bonus troops).

      posted in Axis & Allies Revised Edition
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      eumaies
    • RE: How should the Allies counter 2 ICs on J1?

      depends on your approach, but the us can be funneling troops into norway starting US2. Or on US 1 with british support (or poor german fighter placement) they can begin to contest africa (which is worth $10 in IPC) and threaten southern europe as well.

      From an early stage and for the rest of the game the us threatens western europe at every turn, forcing germany to deploy defensive or counter-attacking troops, leavin them fewer troops available for use against russia.  It’s a direct and very quick impact.

      I totally agree the us fleet you build can mop the floor against japan’s fleet and take islands at will.  I just think it’s too little and too late if you’re acting alone and japan was allowed to dominate mainland asia in the meantime.

      a battleship per round is devastatingly expensive for the US.  aside from ground forces, early investments in transports and air power are a far more efficient investment to do damage to your opponents’ every turn.  I have never lost a game against an opponent who built a battleship with any world power.

      I mean, just assume that using transports, ground forces, or air power costs the US 2x whatever damage they do against germany or japan (it isn’t always that bad, but for the sake of argument).

      a battleship killing 2/3 of an infantry every round offensively in ground operations is irrelevant for it’s cost.  the damage it could do over 5 full rounds of game play is still nowhere near a 2x cost to 1 damage ratio you can get with other forces.  And for their main job of taking out any enemy fleet and holding ground, carriers and air power will do the job just fine.  The game was designed to reflect the historical inneficiency of building new battleships as compared to carriers, even though they are great units to start the game with.

      Per your example of killing 5-6 infantry a turn (with 7 battleships?? :P)…. you might as well build a ton of bombers, land them on an island and bomb japan for $15 IPC’s a turn.  It’s cheaper, though I don’t recommend that either.

      edit – final thought.  the difference in our experiences with battleships is probably because you’ve played games where the japanese opponent attempted to fight back against the us fleet build up.  In that case, i’m sure they did pay off comparably, because they had something worthwhile to kill.  But ignoring an expensive US battleship makes them pretty inneficient.

      posted in Axis & Allies Revised Edition
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      eumaies
    • RE: How should the Allies counter 2 ICs on J1?

      No offense but I couldn’t disagree with you guys more.  US can build an ultimately unstoppable navy and take some valuable islands by US turn 3…

      By that time japan should own half of asia (with 2-3 IC’s built), which easily offsets those losses, while germany will be dominating the western front.

      What that strategy forces is japan to build up infantry and stop putting as much pressure on russia, but a us fleet, and an eventual IC build in Borneo is not going to easily take and hold mainland asia.  Japan can and will manage to hold her own and retaliate to any incursion, which at that point is all she needs to do. US ground forces will be comparably limited and unable to take and hold ground.

      I do think that a strong us pacific fleet with sufficient transports can be part of an effective anti-japan strategy.  It works particularly well if the us hawaiin carrier manages to survive round 1.  But that in isolation won’t keep japan from taking and holding mainland asia.  And i’ve never played a game where I found purchasing a battleship to be a cost-effective choice for any power.  bombers are cheaper and far more versatile, IMO.

      When you think about it, the allies rarely want to spend a ton of cash to overwhelm and neutralize the massive japanese navy, just to earn ~10ipc’s late in the game.  In contrast, the japanese navy when left alive has some value, but not equivalent to it’s IPC worth, most of which is strong defensively (24+24+16+16+12+8+8= 108).  Using strong allied bomber presence in asia to force japan to position boats in a defensive manner is usually enough to tie them down without spending tons to actually kill them.

      posted in Axis & Allies Revised Edition
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      eumaies
    • RE: 8 VC Games

      I’m not sure it’s so much an issue of resources/troops as it is just predictability.

      Leningrad obviously can’t hold out, but with India you have the option of moving russian tanks and air (and later other troops) to hold onto it on turn 1 and beyond.

      In a regular game this might not be a terrible strategy, but in any game where it’s the only strategy, that’s kind of lame!

      But still giving britain more troops until india isn’t credibly threatened just pitches the advantage back to the allies.  I could see doing that if you then took away troops from africa to compensate.

      Alternately, changing Japan’s VP city from Kwangtung to Manchuria might be an interesting counter-balance to make sure the axis feel the heat more often.

      posted in Axis & Allies Revised Edition
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      eumaies
    • RE: How should the Allies counter 2 ICs on J1?

      oh and sorry, to answer Perry’s initial post, if there’s no indian IC build i think it’s a waste of resources to send in us fleet against japan.  No single power can stop japan.  Better to KGF in that case.

      posted in Axis & Allies Revised Edition
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      eumaies
    • RE: How should the Allies counter 2 ICs on J1?

      More specifically, here’s a few principles I view as important if choosing to contest Japan’s control of asia:

      1. Russia needs >6 infantry ultimately in the north, and also must threaten to supplement with this with some offensive power (even if you don’t use it, the threat is critical).  examples include a plane landed in kazakh or a tank diverted from the western front (harder to manage).

      2. Buryatia is a critical massing point for the first turn or two, because it’s the easiest square for the US to reinforce with its massive airpower.  As long as it is held, us bombers built in  western US can strike asian sea & land targets without delay.  however, for russia to hold buryatia on turn 1 it’s best for UK to land a fighter there.

      3. Tanks in caucusus are necessary to supplement any IC in india.  You can’t gurantee japan won’t take india (by luck or skill), but you can leave the option of re-taking it so that british building in the IC there is not interupted.

      4. British troops in india also need offensive capabilities, preferably by turn 2.  this means that having a bomber (and your initial fighter) in striking distance of french indo at the end of turn 1.  This is all part of the general approach of forcing japan to make hard trade-offs against multiple threats.

      5. US ground troops, whether there’s an IC in sinkiang or not, are worth their weight in gold when you have significant air power available in asia.  Each ground troops you keep alive enables a potential US attack and leveraging of it’s air force to kill japanese ground forces.  Lacking ground troops, us air raids are risky and expensive.

      6. Make japan take losses.  Even if you end up ultimately losing the asian front, offensive moves are necessary by the allied powers to reduce the buildup of japanese ground forces.  If done long enough, japan’s full strength will emerge too late to save germany.  For instance, even if it’s “suicide” to move into manchuria with 8 russian infantry and a tank, it’s often still worth it.  A force that size causes enough damage on the defense that forcing a pile-on from japan is worth the cost.  The alternative of sitting and waiting while japan grows secure is what allows japan to overwhelm its opponents.

      posted in Axis & Allies Revised Edition
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      eumaies
    • RE: How should the Allies counter 2 ICs on J1?

      I don’t think a japanese player who is handling his/her existing fleet well should often be forced to build additional fleets.  The US can certainly play a role in keeping them busy, and certainly killing planes is important, but the two battleships and two carriers are more than sufficient for japan to do a holding action.

      In general in the game, I prefer a neutralize japan first strategy, which involves simultaneous pressure form russia in the north with massive US (and initially british) fly-in of air support to buryatia, UK IC in the south, and an option for an IC in sinkiang if china has very few japanese forces in it at the end of turn 1.  Of course, it’s much more complicated and detailed than that (involving fleets as well), but the principle is that all three allies forcing japan to swat flies is enough to slow her down.

      Even a moderately successful delay in japan’s ability to break through is often enough for the allies to carry the day on other fronts.  But in my experience, there is actually a great possibility of actually shutting japan down even if they build two IC’s initially.  If things are going well, UK may be able to take a french-indo IC, which would signal that japan has pretty much failed.

      posted in Axis & Allies Revised Edition
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      eumaies
    • RE: 8 VC Games

      yeah, specifically russia almost has to drop troops off in india early.  A KJF approach is required in asia, but with no room for error in holding india it’s hard for the allies to properly pressure japan.  Seems like a fun challenge, though.

      posted in Axis & Allies Revised Edition
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      eumaies
    • RE: Nominations for A&A Revised Strategies

      I also consider a 2IC 1st turn build for japan to be a strong move in many instances.  And you can focus on land support and worry less about allied fleets earlier when not relying on transports.

      japan is paying a premium to get guys to the mainland one way or the other.  front-loading that cost is no big sacrifice.

      posted in Axis & Allies Revised Edition
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      eumaies
    • RE: Unbeatable Allied Strategy

      ah ok, assuming frood is better than the other calculator i was using (it looks more detailed), then you are correct.  in terms of the overall strategy (23% failed tech rolls) and your 65% quote that would make it almost exactly a 50/50 shot for either complete failure or success with 2 units with the strategy you describe.  UK having a <50% chance of taking it back does mitigate the strategy, however, in favor of making it a low-return strategy on average.

      I can definitely see why they nuked it in the rules since it basically gives a potentially inferior player a moderate chance of having a big advantage in the game.  Assuming you believe your skill to be equal or better than your opponent’s, it is a mistake to employ it since it’s like reducing your chance of actually winning the whole game, but i see why people do it.

      posted in Axis & Allies Revised Edition
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      eumaies
    • RE: Unbeatable Allied Strategy

      ah, well if you don’t choose to lose your infantry than the initial invasion is much less likely to succeed.  because you lose the plane initially which reduces firpower in that invasion battle.  but i agree, if you accept reduced odds of winning the initial attack and greater airpower losses, thanin that circumstance uk is sub-50% of taking back and the risky invasion has paid off.

      posted in Axis & Allies Revised Edition
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      eumaies
    • RE: Unbeatable Allied Strategy

      it’s not 2 rounds of no builds.  you collect cash on turn one after you retake the capital on britain turn 1

      then us reinforces and germany cannot retake by any means.

      posted in Axis & Allies Revised Edition
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      eumaies
    • RE: Unbeatable Allied Strategy

      the fact that the rules were changed to discourage a risky annoying strategy did not make it a net intelligent strategy, statistically.

      Germany spends 40 bucks to get long range aircraft = 77% chance
      Germany invades england with tank, inf, and your whole air force = 61% chance of win (or 75% if USSR didn’t take ukraine, which I consider foolish)

      So that’s a 46% chance of taking england on turn one given a good russian opening, or 57% otherwise.  In both cases, germany is more likely to lose more valuable troops which were already in position and is at net -10 income (+ their production was a turn delayed, which will cost against russia), while britain loses troops that were out of position and ends net -30 income (also a turn delayed).  It’s not a game changer unless UK is unlucky enough to fail to retake london.

      re: bombers, i agree they do have multiple uses and i actually enjoy building plenty as US, not just for SBR.  But my calculations in explaining how heavy bombers is not overpowered in attempting to bomb germany involved calculation for expected damage based on losses, not for net-IPC’s that it is costing the US.

      posted in Axis & Allies Revised Edition
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      eumaies
    • RE: Unbeatable Allied Strategy

      yeah i’d be happy to simulate it - i’m “bmaster” on gametableonline.  but the math and situation are pretty obvious.  assuming the UK battleship hits and the uk takes london back, neither germany nor britain produces any troops on turn 1, and on turn 2 germany gets an extra $30 and in return has no air force to speak of (though they did kill the small uk air force).  No reason for it to be that hard for the allies.

      posted in Axis & Allies Revised Edition
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      eumaies
    • RE: Unbeatable Allied Strategy

      Actually, Subotai, that’s not true.

      If germany spend $40 to get LRA, then takes UK after losing almost it’s entire air force (which is typical), then you’ve just completely blown your wad and russia is about to kill you.

      Meanwhile the british battleship and 1 tank from eastern europe retake the UK capital on their turn, which allows the UK to collect money again.  US can reinforce on their turn.

      The only way you get a significant edge is if the UK is unlucky enough to fail to re-take britain.  Otherwise, even with the $30 stolen, germany still hasn’t made really big gains.

      posted in Axis & Allies Revised Edition
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      eumaies
    • RE: Operation Sealion

      Not a bad response.  the 4 tanks against USSR weakness is offset by the fewer troops you need to leave at home in german lands to defend against atlantic attack for several turns.

      The all allied fleet in Z8 can be hit by battleship, transpot, sub, and 6 german planes from western europe.  Slightly expensive, but very favorable battle for germany (99% chance of win, average IPC loss of 27 vs 76).  Then 6 baltic german ships can go wherever they want and on the allied moves there are not enough british or us planes to mount an effective turn 2 attack on them either.

      So by making britain build 5 infantry (instead of fleet) and US move guys to england (or something similar) the operation sealion threat has some useful side effects.

      posted in Axis & Allies Revised Edition
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      eumaies
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