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    fenderbender4

    @fenderbender4

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    Best posts made by fenderbender4

    • RE: A bunch of noob questions...

      @Panther said in A bunch of noob questions...:

      @fenderbender4 Welcome to the forum.

      @fenderbender4 said in A bunch of noob questions...:

      I understand that the developer (Larry Harris) added/updated the beginning numbers for some people. I have seen the numerical changes, but what should the official count now be? I ask because my setup guide has 6 infantry in Russia, does that mean it’s updated or should I add 3 more to that 6 count? (same thing with US destroyer, etc.). This is elementary but I have not seen anyone explain a clear TOTAL for what the power start with merely the additions.

      In case your setup page indicates 6 infantry in Russia, you are going with the latest and current setup.
      All the adjustments mentioned in 2014’s official FAQ should be included in that new print, then.

      @fenderbender4 said in A bunch of noob questions...:

      Can Fighters/Bombers attack defenseless transports? If so do transports role for anything? This also leads into, can aircraft just attack sea units (unless it’s a sub)?

      Yes they can. Defenseless transports don’t roll dice but are destroyed (see “Defenseless Transports” on page 17 of the rulebook).
      Air units can attack sea units. They can attack even submarines in case the air units are supported by an attacking destroyer.

      @fenderbender4 said in A bunch of noob questions...:

      How does loading/unloading of troops in transports work, especially when the transport, technically doesn’t have to move anywhere (i.e. you are playing Japan and seemingly can unload/load troops at will in certain areas)? What movements counts are there? In a combat round, can a tank still more “two places”? Like if Manchuria is enemy territory but has no forces, can the tank still blitz?

      Page 28 of the Rulebook covers this all:
      “Loading and Offloading: A transport can load cargo from one or two territories in or adjacent to friendly sea zones that it
      occupies before, during, and after it moves, then offload the cargo at the end of its movement. For example, it could pick
      up 1 land unit, move 1 sea zone, pick up another land unit, move 1 more sea zone, and finally offload both land units. A
      transport can also remain at sea with cargo still aboard. In that case, the cargo remaining aboard must have been loaded in a previous turn, loaded this turn in the Noncombat Move phase, or loaded this turn for an amphibious assault from which the transport retreated.
      Loading onto or offloading from a transport counts as a land unit’s entire move; it cannot move before loading or after
      offloading. Place the land units alongside the transport in the sea zone. If the transport moves in the Noncombat Move phase, any number of units aboard can offload into a single friendly territory.”

      Please ask back if anything remains unclear.

      @fenderbender4 said in A bunch of noob questions...:

      1. What happens if say Japan and/or Germany occupies both sea zones off the coast of Eastern AND Western US. It’s the US’s turn and have enough IPC’s, can they mobilize those units in the sea zones? What happens if it’s Germany/Japan’s turn?

      Rulebook, page 20: “Place sea units only in sea zones adjacent to territories containing eligible industrial complexes. New sea units can enter play even in a hostile sea zone. No combat occurs because the Conduct Combat phase is over”

      On Germany’s/Italy’s turn the “Sea Units starting in Hostile Sea Zone rules” apply. (page 12)

      @fenderbender4 said in A bunch of noob questions...:

      To clarify a submarine’s “surprise strike” (if the battle is sans destroyer), means its attack allows no “casualty” strike (unless it’s a battleship which can absorb one hit).?

      Correct.

      @fenderbender4 said in A bunch of noob questions...:

      Also, are there other adjustments to the game that people recommend?

      For possible (not official) other adjustments check out the House Rules category of our forum.

      Excellent thank you for the clarifications!

      posted in Axis & Allies 1941
      F
      fenderbender4

    Latest posts made by fenderbender4

    • RE: Allies advice with an aggressive Japan

      @aardvarkpepper said in Allies advice with an aggressive Japan:

      @fenderbender4

      1. 1942 Online? Or TripleA?

      2. R1 hitting Ukr with everything possible leaves West Russia less secure. That doesn’t make it “wrong”, but it is something you should go in knowing, especially as if Germany does have odds on West Russia that opens the door to a lot of aggressive Axis openings.

      1. Yeah 1942 Online. AI does wonky things. Some of them I imagine a good player would do, at other times nothing even
        a semi-sentient human would do.

      2. Yeah, I agree with that assessment of Ukr on R1, part of it in my mind is maybe the setup as well. With the Larry Harris updated setup, there’s a chance to get rid of that bomber going full in. In the OOB setup, it becomes less ideal as at most you take out the land units and the one fighter.

      posted in Axis & Allies 1942 Online
      F
      fenderbender4
    • RE: Allies advice with an aggressive Japan

      @aardvarkpepper Thanks for the insight. I also wonder if the online version makes me a worse tabletop player as the dice system and the defensive rolls create frequent occurrences of “unlikely scenarios” that what I expect to happen deviates too much outside the norm.

      I think too I get confused by seeing different people’s strategies only on a single turn basis, like people either take UKR on R1 or they just strafe which then affects (I would imagine) what you buy R1 and from there on out, knowing that it takes 3 Inf, 1 Art, 2 Ftrs, and 3 Tanks to take out all the pieces in Ukr (at least in online). Which then usually leads you stuck in taking the territory and losing remaining units on G1.

      posted in Axis & Allies 1942 Online
      F
      fenderbender4
    • Allies advice with an aggressive Japan

      I’ve seen a couple videos on the AnA 1942 Online and was wondering (when played at the boardgame) how the allies counter an aggressive Japan that’s gunning for India while Germany keeps building infantry as buffers for an assault with tanks?

      The Japan strategy is this: Takes India Turn 3
      And the German strategy is lifted from what the the video guy did in here German Infantry Build

      Not sure how that German strategy plays out but it seems pretty sound compared to the usual blitz that people try and do.

      I’ve tried to wrap my head around how the Allies counter while making any progress. I find it incredibly difficult to stall Japan, especially if they just build an army of subs in between at turns 2 and 3, enough to start wreaking havoc on any counter attack in the Pacific, let alone swinging around into the Atlantic.

      I feel like I’m missing something major and any insight would be appreciated.

      This is all assuming the 2nd edition OOB setup.

      posted in Axis & Allies 1942 Online
      F
      fenderbender4
    • RE: Axis And Allies Anniversary Now Out Of Print

      Does anyone know if there’s a “soonish” planned reprint? Or do I just need to pony up a good chunk of change on the secondary market? Any reputable sellers (via eBay, etc.) people would recommend off the top of their head? Or just go on seller ratings? Any things I should be aware of (counterfeits, etc.)?

      posted in Axis & Allies Anniversary Edition
      F
      fenderbender4
    • RE: 🎲😢 PRNG dice support group — and ranting

      Are all these online games or against the AI?

      I’ve tried single player so many times and the dice vs. AI combat moves makes it virtually unplayable. Ex. taking Borneo with 2 infantry, I’ve succeeded once (as GB) whereas I’d say >50% for AI GB.

      Now I no there’s basically zero incentive for a big overhaul of the system generator itself, simple economics and market value for the game, but it’s just frustrating.

      Between that, initial round of defensive rolls, and the AA/Bombing Raid odds, virtually unplayable.

      posted in Axis & Allies 1942 Online
      F
      fenderbender4
    • RE: What's a good axis strategy against an aggressive Russia?

      @Private-Panic said in What's a good axis strategy against an aggressive Russia?:

      Accept some G1 (and possibly even G2) withdrawals. G has a lot more power than R, but it is not as focused. Any early G advances are likely to be punished. Instead consolidate those overwhelming G forces and then launch an unstoppable attack! :-D

      I’ve read over a few threads and I realize that I don’t understand the minutiae implied in a lot of these tactics, like when you say withdrawal, does that mean not attacking on Germany’s first round anywhere?

      I realize a lot of these as noob questions but even running against the AI (AI is axis) they somehow manage to get a buttload of tank stacks together while retaining a fair number of infantry, while for a real game, Russia mows down a few German infantry and then just kind of hunker down and keep stacking infantry.

      I’m guessing this is a classic conundrum but at that point, I don’t nearly the number of infantry/other fighter power to make a meaningful dent in the Russian front. So part of my confusion is coming from the vast difference in outcomes between the virtual game and what number of forces I’m left with (as Germany) after Russia’s first round and lack of interior troops to buffer what’s left, let alone attack.

      posted in Axis & Allies 1942 2nd Edition
      F
      fenderbender4
    • How do you approach placement / purchasing for Allies?

      I keep wracking my brain in terms of how to balance the need for both air and sea power when you’re the allies. Especially in regards to needing to do amphibious assaults but keep in mind unguarded transports.

      If playing the allies, are there for sure Do’s and Don’ts?

      posted in Axis & Allies 1941
      F
      fenderbender4
    • RE: A bunch of noob questions...

      @Panther said in A bunch of noob questions...:

      @fenderbender4 Welcome to the forum.

      @fenderbender4 said in A bunch of noob questions...:

      I understand that the developer (Larry Harris) added/updated the beginning numbers for some people. I have seen the numerical changes, but what should the official count now be? I ask because my setup guide has 6 infantry in Russia, does that mean it’s updated or should I add 3 more to that 6 count? (same thing with US destroyer, etc.). This is elementary but I have not seen anyone explain a clear TOTAL for what the power start with merely the additions.

      In case your setup page indicates 6 infantry in Russia, you are going with the latest and current setup.
      All the adjustments mentioned in 2014’s official FAQ should be included in that new print, then.

      @fenderbender4 said in A bunch of noob questions...:

      Can Fighters/Bombers attack defenseless transports? If so do transports role for anything? This also leads into, can aircraft just attack sea units (unless it’s a sub)?

      Yes they can. Defenseless transports don’t roll dice but are destroyed (see “Defenseless Transports” on page 17 of the rulebook).
      Air units can attack sea units. They can attack even submarines in case the air units are supported by an attacking destroyer.

      @fenderbender4 said in A bunch of noob questions...:

      How does loading/unloading of troops in transports work, especially when the transport, technically doesn’t have to move anywhere (i.e. you are playing Japan and seemingly can unload/load troops at will in certain areas)? What movements counts are there? In a combat round, can a tank still more “two places”? Like if Manchuria is enemy territory but has no forces, can the tank still blitz?

      Page 28 of the Rulebook covers this all:
      “Loading and Offloading: A transport can load cargo from one or two territories in or adjacent to friendly sea zones that it
      occupies before, during, and after it moves, then offload the cargo at the end of its movement. For example, it could pick
      up 1 land unit, move 1 sea zone, pick up another land unit, move 1 more sea zone, and finally offload both land units. A
      transport can also remain at sea with cargo still aboard. In that case, the cargo remaining aboard must have been loaded in a previous turn, loaded this turn in the Noncombat Move phase, or loaded this turn for an amphibious assault from which the transport retreated.
      Loading onto or offloading from a transport counts as a land unit’s entire move; it cannot move before loading or after
      offloading. Place the land units alongside the transport in the sea zone. If the transport moves in the Noncombat Move phase, any number of units aboard can offload into a single friendly territory.”

      Please ask back if anything remains unclear.

      @fenderbender4 said in A bunch of noob questions...:

      1. What happens if say Japan and/or Germany occupies both sea zones off the coast of Eastern AND Western US. It’s the US’s turn and have enough IPC’s, can they mobilize those units in the sea zones? What happens if it’s Germany/Japan’s turn?

      Rulebook, page 20: “Place sea units only in sea zones adjacent to territories containing eligible industrial complexes. New sea units can enter play even in a hostile sea zone. No combat occurs because the Conduct Combat phase is over”

      On Germany’s/Italy’s turn the “Sea Units starting in Hostile Sea Zone rules” apply. (page 12)

      @fenderbender4 said in A bunch of noob questions...:

      To clarify a submarine’s “surprise strike” (if the battle is sans destroyer), means its attack allows no “casualty” strike (unless it’s a battleship which can absorb one hit).?

      Correct.

      @fenderbender4 said in A bunch of noob questions...:

      Also, are there other adjustments to the game that people recommend?

      For possible (not official) other adjustments check out the House Rules category of our forum.

      Excellent thank you for the clarifications!

      posted in Axis & Allies 1941
      F
      fenderbender4
    • A bunch of noob questions...

      Okay so I bought 1941 (the version that’s supposed to be for beginner’s/introducing new players). I have quite a few random questions.

      1. I understand that the developer (Larry Harris) added/updated the beginning numbers for some people. I have seen the numerical changes, but what should the official count now be? I ask because my setup guide has 6 infantry in Russia, does that mean it’s updated or should I add 3 more to that 6 count? (same thing with US destroyer, etc.). This is elementary but I have not seen anyone explain a clear TOTAL for what the power start with merely the additions.

      2. Can Fighters/Bombers attack defenseless transports? If so do transports role for anything? This also leads into, can aircraft just attack sea units (unless it’s a sub)?

      3. How does loading/unloading of troops in transports work, especially when the transport, technically doesn’t have to move anywhere (i.e. you are playing Japan and seemingly can unload/load troops at will in certain areas)? What movements counts are there? In a combat round, can a tank still more “two places”? Like if Manchuria is enemy territory but has no forces, can the tank still blitz?

      4. What happens if say Japan and/or Germany occupies both sea zones off the coast of Eastern AND Western US. It’s the US’s turn and have enough IPC’s, can they mobilize those units in the sea zones? What happens if it’s Germany/Japan’s turn?

      5. To clarify a submarine’s “surprise strike” (if the battle is sans destroyer), means its attack allows no “casualty” strike (unless it’s a battleship which can absorb one hit).?

      I’ve tried searching using keywords etc. but I think I don’t understand the deep lingo enough to have the right query so ultimately I have not found that answers to these things.

      Also, are there other adjustments to the game that people recommend? Ultimately I’ve noticed that the income for everyone leaves all players with much less buying power than someone would want for replenishing. I get in a sense that’s fair but it seems after a while the battles are like 1 tank vs. 2 infantry. and also leaving almost nothing for movement.

      Appreciate any input/answers. I first played this game when I was in middle school (but the Pacific/Europe versions, circa like 2001) and finally got back into it.

      posted in Axis & Allies 1941
      F
      fenderbender4