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    Posts made by frimmel

    • RE: Flavor?

      Axiom 7 “The only flavor that counts is the flavor of victory.”

      I do like the hand of destiny though.

      posted in Axis & Allies Revised Edition
      frimmelF
      frimmel
    • RE: What to do with my German Navy?

      Take out the capital as soon as you can is my goal.  My axioms are things I try to keep in my mind to acheive my goal.

      1st Axiom  “When in doubt as to what to buy, buy INF.”

      2nd Axiom “Sink any naval units you can as soon as practical and that is still to slow.”

      3rd Axiom “See that your naval units don’t meet Davy Jones alone.”

      4th Axiom “All other axioms are useless if you don’t defend your capital.”

      5th Axiom "Stay on target. Pick a goal and stick to it.

      6th Axiom “Be more concerned with the sure paths to defeat than the uncertain paths to victory.”

      D. Fox might wish to take No 4 to heart.  :evil:

      I would be curious to hear any axioms that any one else has. I would also be curious to any thoughts on my axioms.

      posted in Axis & Allies Revised Edition
      frimmelF
      frimmel
    • RE: Poll: What A&A Games do you play?

      I play whatever game I can get these days. I have all of the Avalon Hill/Hasbro versions. Pretty much weaned away from Classic. It is mostly a question of finding an opponent and the time to play.

      posted in Website/Forum Discussion
      frimmelF
      frimmel
    • RE: Alternate German Strat?

      1- Well I’m guessing you are pulling the Norway forces out to WEU so the Baltic Fleet is just closer to the UK FTRs and BMBr. So any player inclined to attack it in the Baltic will attack it in SZ7 and in SZ7 you are now in range of the US BMBr which doesn’t really have anything to do on US1 in a KGF unless the Japanese didn’t attack Pearl but it is KGF so I’m not biting. If the Brits get the DD and TRN I am definitely taking a swing at those subs with the BMBr. I would think the best than you can plan will make it are two subs. Anything else making it is a gift from Lady Luck.

      **2-**In KGF the Allies are going to pump troops somewhere. Either KAR, or ARC or thru EEU or build up and build up and drop a ton in WEU. I don’t think G is going to stem that except to sink Allied shipping or take the UK money.

      **3-**With TRN in the MED you can move INF from SEU to the UKR faster than marching them. So in that respect two TRNs in the MED is almost as good as an AC in the baltic. Faster INF reinforcement to UKR. This navy build buys you time by stealing it from the Allies.

      To take the UK income with Germany you have to commit to taking EGY. You will have to commit Aircraft. You may have to give them up to conserve ground troops for the Counter from IND. You have to have an ARM remaing in EGY on G2 or you aren’t taking anything from UK in Africa.

      If your subs are numbering three at Gibraltar (which seems unlikely) or in SZ12 you may be able to stall the US landings in ALG and keep them from contesting your pillaging of Africa via FWA so you have to try to break out what you can of the Baltic fleet.

      Africa is a distraction. Raiding UK income is a distraction. This brings us to number 4.

      **4-**Can the Axis succeed in taking Russia is the question of whether or not they can win the game isn’t it?

      If the pressure on Russia is great enough the UK has to keep those troops flowing to Russian territories which means they won’t be landing in WEU which has the effect of protecting German income. If the pressure on Russia is great enough Germany is fighting a one front war–Until the Big Green Machine gets rolling.

      Can the Axis break Russia before the US is in the fight? That is what the game is all about isn’t it?

      So to that end I would say TRNs in the MED are a good idea. Use them to get INF to the front. Speed the march on MOS. INF built in Southern on G1 are in UKR at the end of G2 with MED transport not G3 by foot. I don’t know. Is that more time saved than an AC in the Baltic? 6 INF a turn built in SEU to UKR a turn for the 16 you would spend on an AC?

      posted in Axis & Allies Revised Edition
      frimmelF
      frimmel
    • RE: Newbie question

      I struggle with staying on goal as well. It is easy to get off plan when it doesn’t look like the plan is going where you want. The other thing to keep mindful of is some things are only disguised as oppurtunities but are really traps.

      But back on the real question, you must contest WEU early in the game and late in the game and all thru the game. UK isn’t going to build an IC until they are not going to give it back to a German counter attack and by then it is too late. WEU is a good place to pile up Ger FTRs as they will demand a high price on an under strength invasion and can harrass Allied shipping or at least force the construction of ships for defense slowing the Allied tide.

      WEU is at the heart of knowing your strategic goal. What is G’s goal? How does defending WEU or letting it go advance or hinder acheiving that goal?

      That is what all these forums are about the pros and cons and how to go abouts your strategic goals.

      posted in Axis & Allies Revised Edition
      frimmelF
      frimmel
    • RE: Newbie question

      If you are new to the game  a very important lesson to learn is patience. Unless you wish to depend on luck the game can not be won in a single turn. What can happen on a given turn is important but so are its consequences down the line. You have to look to the long term.

      posted in Axis & Allies Revised Edition
      frimmelF
      frimmel
    • RE: Russian winning strategy?

      I tend to take it as an axiom that an INF purchase is never bad. Not being able to kill the INF is also bad. I try to keep a balance myself. All INF is great until you need to counterattack just for the space.

      Jennifer you are going to take over the Japanese ICs on the mainland won’t need to build your own.

      posted in Axis & Allies Revised Edition
      frimmelF
      frimmel
    • RE: British Navy gone on G1?

      Sure it “can” be done but going after that BB and the TRNs in SZ2 is risky. That BB is going to get to swing twice unless I’m missing an aircraft that can reach or the Russian player doesn’t bring her/his sub in. Germany really can’t spare the FTRs IMO. I’m sure someone has some math on it. Or you roll the long range FTRs tech. I don’t think it is the best use of the resources G has at hand.

      posted in Axis & Allies Revised Edition
      frimmelF
      frimmel
    • RE: Russian winning strategy?

      West Russia borders all the territories you will likely be trading with Germany. It also borders Moscow and Caucaus the two territories you can’t lose so it is a good place to work out of. ARM in West Russia can easily be sent to the Japanese front if needed.

      ARM vs. ART seems much more like a matter of preference to me. I have been buying 3 INF and 3 Arm on R1. I give up one or two hits on the ARM buy (vs INF and ART or all INF) but I get 3’s attacking or defending plus mobility. I think that is worth giving up one or two units for. I am also going to stack INF down the road and if I conserve the ARM I’ll get to swing a lot with those ARM on defense. The ARM can also deter Germany from attacking swiftly which gives you time. You need time even with good Allies let alone idiots as in your scenario.

      posted in Axis & Allies Revised Edition
      frimmelF
      frimmel
    • RE: Armor non-combat movement

      Don’t see why not. You can reinforce just captured territories with units not in the combat right?

      posted in Axis & Allies Revised Edition
      frimmelF
      frimmel
    • RE: Russian winning strategy?

      I’m with Mr. Switch, big stack in West Russia, invite the Germans in so you can crush them on a counter attack. Although that probably won’t work as the Axis is awesome. Get some offense early especailly since ARM defends at 3 in Revised (not having that symptom of RTS are you?)  I like a FTR or two but I always like a FTR or 2 for any side. Keep 'em in Moscow or Caucaus. Work that pile of units in West Russia (the really big pile of units.) Delay on the Japanese front and hope and pray that your Allies aren’t so idiotic they completey forget to attack anyone. I recommend constantly muttering to yourself “I have to get to Berlin before the stinking yanks do.” If their idiocy is high enough they will get the goal if only because they think they are messing with you.

      There are several in depth threads on this. They are where I learned about the coolness of the West Russia Stack.

      posted in Axis & Allies Revised Edition
      frimmelF
      frimmel
    • RE: Researching

      I thought I remembered seeing the site for extra chips and pieces too or seeing it in one of the online game warehouse websites like Fair Play or Fun Again. Was it a link to an ebay store?

      posted in Axis & Allies Revised Edition
      frimmelF
      frimmel
    • RE: Rules clarification

      I don’t think new fighters can go on old carriers. Old FTRs can go on new carriers and new fighters can go on new carriers. I’m a bit unsure about the new FTRs and Old ACs though. Are you sure on that?

      Either way getting to put FTRs onto new carriers immediately is very cool. It is nice not to be dropping also nice change 16 IPCs undefended into the ocean.

      posted in Axis & Allies Revised Edition
      frimmelF
      frimmel
    • RE: Japan National Advantages

      The fugo raid seems a little unrealistic as according to the history you have supplied they did not stop any war production. So 10 and a turn of mobilizing is seriously out of line. Particularly since you get to choose its use, say the turn before a move towards LA? It seems overpowered both in game terms and historical terms. Perhaps if that were changed to some form of SBR? Can’t get shot down and roll a dice minus one (one min) of loss?  Maybe in some other form but the no mobilization is certainly too much.

      posted in Axis & Allies Revised Edition
      frimmelF
      frimmel
    • RE: Greenland

      Then you are several steps ahead of the game. It doesn’t take long to adjust. I was lucky and didn’t have lots of “auto moves” I was used to doing. We never played with lots of House Rules. I have fun when guys who are only familiar with Classic look at the board when we are playing and go “Why don’t you…Ohhhh.” The other big RTS thing is continuing to pay 12 for your fighters I had to keep reminding a different opponent about that one. He also kept trying to drop troops below the Sahara from TRNs in the East US.

      We are pretty much over that stuff now and are hopefully improving our play.

      posted in Axis & Allies Revised Edition
      frimmelF
      frimmel
    • RE: Greenland

      RTS- Revised Transition Syndrome is where you look at the revised map and keep moving things around on it like it is the Classic map.

      When we first started Revised my many many games of Classic opponent had to be constantly told, “can’t move that there.” Three times on his first US move he tried to put his SZ10 transports in SZ2, “that is where I always move them.” There are a few other things like the inside/outside seazones around Japan. He kept trying to move TRNs from the outside zone to Wake or the Philipines and landing in Manchuria his first game as Axis.

      Does that make any sense?

      posted in Axis & Allies Revised Edition
      frimmelF
      frimmel
    • RE: Rules Clarification for Aircraft Carriers and Fighters

      That is a good question. We have never played that you have to move the AC to land fighters that aren’t there. It just doesn’t seem “fair.” The closest thing I can find in the rulebook is on page 27. “Your aircraft carrier can move to a sea zone where one of your fighters has ended its move (and in fact, it must do so) but cannot move any farther that turn.”

      That suggests to me that since the fighters did not end their move (so to speak) the obligation of moving the carrier is removed.

      I am no expert on the rules though.

      Wait I found it. It is on page 26!!! “you must follow through unless the fighter or the carrier is destroyed before then.”

      posted in Axis & Allies Revised Edition
      frimmelF
      frimmel
    • RE: Greenland

      The Geenland sea zone SZ2 is three away from SZ10 the US East Coast sea zone. So it isn’t your picture. It is Revised Transition Syndrome.

      posted in Axis & Allies Revised Edition
      frimmelF
      frimmel
    • WV Panhandle

      Hi, looking for a live game in the Wheeling WV area. This would be a revised game the weekend of the 7th. Not particular to which side I play. I would prefer OOB rules though.

      posted in Player Locator
      frimmelF
      frimmel
    • RE: Pearl or no Pearl???

      The only advantage I see of leaving that fleet alone is maybe you’ll split the Allies up. You might get the US going after Japan with the UK and Russia dealing with Germany. I might if given that fleet on US1 just pull it back to the West Coast and leave it there with the BB and TRN as garrison. I certainly wouldn’t start pumping a lot of IPCs into a Pacific fleet. And I’m certainly going to move it somewhere Japan can’t shoot it before I can reinforce it.

      To me you are asking for trouble any time you don’t take out a “weak” fleet when given the oppurtunity.

      posted in Axis & Allies Revised Edition
      frimmelF
      frimmel
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