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    Galendae

    @Galendae

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    Best posts made by Galendae

    • USA Crush-Turtle or Die

      Insane Strategy for Global 40
      For the last couple of years I have been springing this USA Crush strategy on unsuspecting players over @ Triple A. The success rate is about 90%. This strategy was developed over time and is not based on any of the really, really bad USA Crush strategies that exist elsewhere on this forum. Save your time and don’t even search those.

      Very few people survived their initial encounter with my USA Crush Strategy. Some of those that did survive their initial encounter with the strategy had the luxury of watching me do it to others. I suspect around 4 people truly solved it on 1st viewing and 2 of those won because I was diced(happens). I suspect I have done it to 75+ people. If your opponent is a real life German, you will have 100% success rate and be able to witness a great rage quit. :)

      The level of play over at Triple A is insanely good. Doubt me? Download it and Go there and see for yourself.
      https://triplea-game.org/

      First, why the strategy succeeds is two fold. One, nobody sees it coming. If they are smart and a good player, why would they? Only a crazy person attacks the USA. 2nd, people are on auto pilot on their purchases and play style. Some people go into a game thinking, I am buying this or that…attacking here or there …no matter what on Turn 1. People are essentially preparing and getting ready for a typical game and often don’t even recognize their peril until it is too late. Some even mocked or derided my buys and openers. This strategy is especially good against the arrogant and those with big Egos. In fact, the way to defeat it, is to swallow your pride and spam Inf for the USA. Most won’t or in some cases can’t do that (ego).

      Now into the Strategy!
      Like most battles it starts during the pre-game. Have to win the pre-game. Here is what you must have and clearly that means securing the Axis to play:

      1. Dice and no tech rules set. Anyone that wants to play Low Luck is massively insecure and their ego cannot handle an occasional bad roll. You don’t want to play them anyway :) I would rather gouge my eyes out than play LL. Tech allows for too much random bad stuff to happen, so don’t try this in a Tech game. Might work in a tech game, I have not tried.

      2. Get the Allied bid down to around 20…I don’t recommend allowing Allied bids as high as 24. 24 means your Ger Turn 1 raids on the UK Navy will be in peril. A 24 bid is often a Ftr in Scotland, Dest in 110 and a Sub in 111. Can’t face that. If you are seeing that bid purchase…try another strategy, like taking a right and pile driving the USSR.

      Ger Turn 1 Purchase:
      Carrier and 2 subs …save 2 IPC

      Ger Turn 1 Attacks
      Below is a typical opener.
      You are trying for two things here.

      1. Disable the UK Fleet and make sure your BSHP survives. The Bismarck must live! Ideally, if you can retreat the 111 battle and save the Bshp then you had a great turn.
      2. Try not to risk any planes against the Paris AA gun. Keep your battles tight and overwhelming. Take zero risks turn 1 and don’t add a bunch of unnecessary crap side attacks. The only toss up battle will be 106, but losing it is often a god send.

      In this example, my opponent bid a Ftr in Scotland and some land units in Africa.
      Ger Turn 1 Combat Croppedj.jpeg

      Ger 1 Non Combat and Placement
      Send some planes to Italy, unless you lost alot in the English Channel. Send all the AA Guns to the Ost Front! You will need them there. Won’t need them in West Euro.

      Ger Non Combat copyj.jpeg

      Jap 1 Purchases:
      1 Carrier 1 Transport save 3 IPC

      Jap 1 Combat Moves
      Below is the Jap 1 Combat Move
      You Declare War verse the Western Allies during political phase.
      Main Points. Get the USA, don’t care about China.

      1. Get the USA! First in the Philippines and then at Midway and Hawaii.These two battles are the key. Bringing 1 Bomber to Pearl Harbor makes a Big Difference. The crazy thing about the Philippine battle, you are almost always taking the Ftr as a loss. Trust me. The Philippine Battle is the most risky. Do not try and bring more planes here, no Carriers will be available to scoop them up. Just power thru and win there, regardless of losses, as long as you win with 1 Arty, it is a victory for us.
      2. Of Yunnan and Kwang, you want to win Kwang the most (denies points to UK Pacific). China, pfffffttt! What ever, keep planes alive.
        Jap 1 Attack.jpg

      Jap 1 Non-Combat and Placement
      In the above Battles:

      1. I barely won in the Philippines, 1 arty
      2. Barely won in Yunnan, 1 arty
      3. Did very well in SZ26 Hawaii, he did not scramble. No losses.
      4. Do not push your Inf in China too deeply into China. A feint here against China or make it look like you want to defend Manchuria is fine.
      5. The key on Non-Combat is to assemble as mush of your fleet as you can at Midway, which you took in combat move. Philippines SZ battle, that air lands in China, no Carriers for them.

      There should be a slow and long pause during the American purchase phase at this point. If there is not a pause and they know immediately what to buy and do, well, then you are in trouble, as they have seen this strategy before. There is an outside chance they don’t recognize their peril and just buy and do what they always do American Turn 1.

      Jap 1 Non-combat.jpeg

      Italy Turn 1 Purchase
      Here we have some variability, based on what happened on the British Turn. No Taranato, well, then you likely just won the Game. Most times your opponent does Taranato. The big question on the Brit 1 turn is whether to scramble Taranato or not. You are looking for reasons to scramble. If a 2nd Italian Tran survives Brit 1, well, then the Allies are doomed. In the example below, I scrambled and won. Bshp and Tran alive. He retreated after basically a whiff in his attack, so planes made it thru too. I knew I won at this point. Italy’s job is as a can opener on the way to USA, the more they can help, the better.

      1. No Taranato or you win the scramble at Taranato, then buy 1 FTR or save the points
      2. Taranato worked and you lost? Try and buy a Tran, but only if you can protect it.
      3. Worse you can do, is save the money.

      Here is the board after Italy1 and their non-combat
      This was extremely Ideal, unlikely will you be sitting this pretty.
      Here is what you want out of Italy 1

      1. Gibraltar or be in position to take Gibraltar and or Morocco
      2. French Fleet Dead or trapped in the Med at least, by taking Gibraltar
      3. Africa we don’t really care, we need to move everything West, towards Gibraltar. Our attacks in Africa should be Westward.
      4. Move some inf and Armor towards Russia, but it only needs to be 1 Armor. You will have time to reposition.
        Italy 1.jpeg

      We fast Forward to Ger 2
      Make the Atlantic a German Lake!!!
      Purchase: 1 Carrier, 2 Trannies, 1 arty and 6 Subs (yes, not typo)
      This was the optimum purchase based on how Italy did…and they are sitting so sweet here. If Italy had a tougher time, maybe go heavier on Trannies, less subs. Either way, build a Fleet to dominate the Atlantic. Some trannies are a must.

      1. Clean up turn, and reload turn. Take Greece, Normandy and in this best case scenario, Garrison Gibraltar with as much Air Force that is reasonable.

      If Gibraltar is not taken yet, then expect Italy to get it next turn or they can snag Morocco. Germany does not have to do anything but get big in the Atlantic this turn. Russia pffffft! Most likely they are buying inf like every good little AA player. lol! That will be their undoing.
      Ger 2 J.jpeg

      Jap 2 Turn
      Looming presence!
      Purchase: 1 Carrier, 3 trannies

      1. Start moving everything towards USA. Pick off any straggler Trannies of UK and Aussie. Keep Manchuria over stacked regardless of what Russia does, just a tip into China. The Planes in China must end their turn close enough to Japan to land there in Turn 3 (MUST)
        Get Bombers within range of Hawaii or Japan too.

      2. Take Hawaii, probably marginally defended…if he deployed to defend Hawaii, then crush him if you can, or set it up so Turn 3 is a walkover.
        Jap 2j.jpeg

      Italy Turn 2
      Purchases: Airfield and or Harbor
      If the Italians secured Gibraltar last turn then they must look to place an AF on Italy 2. Sometimes this means saving some money on Italy 1 so you can get the AF.

      There is a good chance you don’t have Morocco or Gibraltar yet. But that should be your goal for Turn 2. If Morocco is the only reasonable one to take, then you must be thinking about placing a Harbor there turn 3. So save enough to do so.
      In this scenario, Italy is optimum and I bought an Airfield. All I could afford, but that is fine.

      1. If no Gibraltar or Morocco yet, then get 1 Ftr on a Ger Carrier.
        If Gib is secured get all your AF there and if you can, get whatever you can thru Gibraltar into Atlantic, Germs will join you soon.
      2. Be ready to can open in two directions next turn. Russia and the Atlantic.
        Italy 2j.jpeg

      Ger Turn 3
      Admiral Doentiz would be proud!
      Purchase: 9 Armor or 8 Armor and 1 mech
      Ya, we can’t ignore Russia forever, but don’t Declare against them yet, wait until turn 4.

      1. Sail your armada one of two places. Gibraltar or SZ 103
        If Gibraltar or Morocco was secured, then go there. If Italy failed, then no matter, clear the English channel if necessary but sail it all to sz103 (yup, right out there in the middle) The key here if you have to go to SZ 103 is to leave room on a carrier for an Italian Ftr, they should be on the carrier for Ger 3 if you can pull it off. You may need the Ftr to clear any blockers. I like to go to 103 if no risk of blockers, and so many times the UK player is fearing Sea Lion they bought inf and planes instead of ships.

      2. Against Russia, you should be poised to attack Turn 4, East Poland.
        The Russian players by this point realizes buying all inf was a mistake, but they are doomed too. If they were smart and have lots of Armor and Arty, no worries you can hold them off.

      This is one game that won’t be decided on the Ost Front!
      Ger 3j.jpeg

      Japan Turn 3
      Invasion!
      Purchase: 2 Bombers and 3 Trannies
      This is the optimum purchase based on your opponent trying to keep pace in the Pacific. This may change dramatically based on what USA has done to this point. Likely though Bombers and Trannies will be on your radar.

      My opponent here is attempting to keep pace with Japan’s buys. Ya, he can’t. I saw an opportunity to put lots of pressure on him, so I took Alaska, British Columbia and Panama on him. Panama is so he won’t escape to the Atlantic. Much tougher for Axis if the USA flees the Pacific. Indeed, it is one way to beat this strategy. If they do flee the Pacific, then you got to hold Hawaii and bee line for Australia.

      At this point, the USA is doomed, and likely just realizing it. Great moment here. USA turn 3 is often the longest turn you will ever see. Some surrender at this point when they realize they have been check mated. Expect mysterious disconnects from the internet.
      Jap 3j.jpeg
      Jap 3jj.jpeg

      Italy Turn 3
      Italy weasels USA and Russia
      Purchase: Infantry and Bombers

      Here is Italy Combat Turn 3. Central USA was open!
      Had it not been open. I would have taken South East Mexico. By taking SE Mexico, I would create landing spot for Ger Bombers no Gibraltar. This is important, as many players will try to use blockers in the Pacific. You can reach a blocker with a Bomber from Gibraltar with an AF and land in Mexico.

      Declared in Russia too!
      Italy Combatj.jpeg

      And here is Italy at End of Turn:
      Sitting pretty!
      Italy End Turnj.jpeg

      Ger Turn 4
      Ya, only turn 4. Most of my wins end on turn 4. Very often they don’t properly defend EUSA. Ya, they are so confused, they make that huge mistake. 25% of time Germany sails into Washington and has an easy Battle. With Italy can opening we have space for Ger Bombers to land.

      In this case EUSA was properly defended. But not Quebec.
      Ya, the guy rage quit at end of Ger turn.
      Ger turn 4j.png

      Jap Turn 4
      My opponent raged and fled the Lobby at this point. Calling the strategy dopey and silly. And, “It could never work again!” Lol!

      I played out Jap turn 4 anyway. so you can see how seet the Axis are sitting by the end of 4.

      The American fleet was totally destroyed, because Japan could literally leverage all its power on that SZ. By the GErms and Italy taking Central USA or Mexico, the Japanese can now bring the planes on Japan. This is simply too much for any American force to withstand. In 75 or so games I have never come close to losing this Naval Battle. Again, the key, places for Jap planes to land in USA or Mexico.

      The Endj.jpeg

      The Endjjj.jpeg

      The Beauty of this strategy is even if USA is till standing at the end of Turn 4, then the German Fleet Convoys them down to under 10 IPC a turn and the Jap Bombers bomb the rest of the IPC’s and then the Axis build In WUSA and Central until they can overwhelm EUSA, which is two more turns tops. On the Ost front you spam Armor from Turn 3 on to hold back the Russians. Italy buys Inf and Bombers from turn 3 on too.

      Try this Strategy on your friends and family, they are sure to hate you. It may only work once, against good players, but you can always hold it over their heads for eternity. Reminding them frequently, “Remember the time you lost the USA in 4 turns?” Ya, they will hate you. You’re welcome.

      posted in Axis & Allies Global 1940 global 1940
      G
      Galendae
    • RE: USA Crush-Turtle or Die

      @TheDesertFox You joke, but I honestly considered naming this strategy, Man in the High Castle.

      posted in Axis & Allies Global 1940
      G
      Galendae
    • RE: UK Strategy -"Middle Earth"

      The Middle-earth strategy is often seen online. Granted variations of it are always different. It is a solid strategy. I play a couple of games a week on Triple A and there is a good chance I see it weekly.

      I have even seen the version detailed here, with the Harbor in Persia.
      Interesting strategy.

      How I see the Middle-earth strategy used over at Triple A is as follows.

      1.The Allied player occupies the Middle East and gets IC’s up and running.

      1. Planes fly down thru Africa and around to Middle East(Once threat of Sealion is gone)

      2. The Russian players fight a delaying action. Very few counter attack ( I always attempt to counter attack).

      3. When the fall of Moscow is inevitable, anywhere from turn 5-8 the Russian player abandons Moscow. They then usually fall back on the Middle East, looking to join the Russian stack with the now sizable Brit forces. This often slows the Germans considerably.

      4. USA sets up a schuck/schuck thru the Med. USA-Gibraltar-Egypt. Where somewhere around 8 troops a turn are dumped into the Middle East.

      Then with the Germans facing a huge Wall in the Caucasus and unable to advance further…the USA will attempt to finish off Japan.
      Once Japan is neutralized or defeated then the full might of the USA is applied, usually thru the Med…but sometimes to the North thru Norway.

      If done right, the Middle-earth strategy can lead to very long games. 18-25 turns. This is the most common style of Middle-earth strategy that I encounter. It can frustrate Axis players with low attention spans (looks in mirror) For the Axis to win, it will be a slog. Which is part of the strategy, bore your opponent to death and suck the fun out of the game. That being said, it is effective. I still lose to it on occasion, even when I know it is coming. I have probably lost to it 3-4 times in the last year, yet I have seen it dozens of times. Usually the economics defeats the Axis. When I have lost to it, people have done well to neutralize Japan.

      posted in Axis & Allies Global 1940
      G
      Galendae
    • RE: USA Crush-Turtle or Die

      @shadowhawk Based on your comment, you would lose to this strat, even knowing it is coming. Also, Sealion is a fool’s errand against good players. You try Sealion against me, I will have Ivan kicking your teeth in.

      posted in Axis & Allies Global 1940
      G
      Galendae
    • Bids, A&A Global 1940 ??

      Old school AA player just getting back into playing.  Downloaded Triple A and love it!
      Played a few games verse the Hard AI and feel like I am ready to take on some humans.

      Back in the day Bids were big part of game leveling and keeping it fresh. Good Axis players would often go negative on the bid, but positive bids for the Axis were the norm.

      What is typical for a Global 1940 game verse humans?  Bids play into the side selections at all?

      Who do you think is favored in G 40 game?  I am not sure who is favored, I have not played enough.

      What would be a good bid?  Want a competitive game.

      Thanks!

      posted in Axis & Allies Global 1940
      G
      Galendae
    • RE: UK Strategy -"Middle Earth"

      @TheDesertFox
      The Best Allied Strategies are those that adapt to what the Axis are doing. You must be flexible and take what is available. My only axiom with Allies; “the 1st USA landing in Europe has got to stick”

      No getting pushed back into the ocean.

      I do prefer the northern route thru Norway if it makes sense, rather than go up thru the Med.

      posted in Axis & Allies Global 1940
      G
      Galendae

    Latest posts made by Galendae

    • RE: German Openers and countering them

      @SuperbattleshipYamato

      Read closer, I mention bids, many times.

      posted in Axis & Allies Global 1940
      G
      Galendae
    • German Openers and countering them

      Observations on games where I lose:

      1. I lost 106sz… Terrible for both Allies and Axis to lose this battle
      2. Did not maintain Destroyer Superiority(Both Atlantic and Pacific)
      3. No traction in the Atlantic…one side is allowed to dictate tempo.

      German Openers that cripple the UK fleets are common.

      1. Attacking SZs 110 and 111 is the most common. Along with a secondary attack on sz 106.

      This is a powerful German opener as it often creates space for Germany to be able to fully concentrate on the Soviets. The threat in the Atlantic is set way back.
      106sz battle is Uuge.

      The best bids to counter this German 110/111 opener is a 24 bid for UK.
      1 Destroyer 110sz
      1 Sub 111sz
      1 Ftr Scotland

      You see that Allied bid, you are playing a pro.
      Often just the deploying of this bid make the Axis player modify their opener.

      Then we have what I call the “Straun” opener. Straun is a Triple A online player of dubious personality but high skill. He may not be the originator of this opener, but he deploys it almost without fail.

      Straun Opener-Kill all the Destroyers

      1. Hit sz 106 with 2 subs
      2. Hit sz 109 with 2 subs and 3 ftr, 2 Tac, 1 Bmb
      3. Hit sz 111 with 1 sub 2 ftr, 2 tac, 1 bmb and the Bismarck

      This is a powerful opener, and imho the best German opener for a # of reasons:

      1. All the UK Destroyers are dead, cant retaliate against the subs
      2. All the UK Transports are also @ Davy Jones footlocker
      3. Difficult for the Brits to reinforce the 110 surviving fleet. They usually have to run, because the surviving subs, Ger fleet and Air Force will likely wreck any attempted Brit build of fleet on Ger 2.

      Play this bid every time your opponent does not bid Destroyers in the Atlantic.
      The bid to counter the Straun Opener is not clear. Here is a suggested one.

      1. Destroyer sz106
      2. Destroyer sz 91
      3. Spend rest elsewhere Sub Egypt etc…

      Bidding Destroyers in the Atlantic is starting to be an imperative for me.
      Without Destroyers you are likely to get the Straun Opener and that is devastating.
      With Destroyers, you are likely able to retaliate against the surviving Ger Subs and surface fleet. You also have a real good chance of winning sz106. The most important battle of Ger 1.

      With a dual Destroyer bid you probably won’t see the Straun Opener. It is also likely you will have a chance to build and reinforce Brit Fleet on UK 1…either in sz 109 or sz 106.

      If the Brits come out of UK2 with a survivable (defended) Fleet with Destroyers and Trannies…going to make for a tougher game for the Germans. The threats to Norway, Europe and Gibraltar mean the Germans will have to defend those areas…and not spend every point on the Ost front pile driving Ivan. In short, the best help the Brits can give the Soviets is a true two front threat.

      I been winning as Allies against real good Axis opponents, by winning the early Atlantic turns and keeping pressure on the Germans from that front. As allies, when I get smoked in the Atlantic the overall outcome is usually defeat.

      posted in Axis & Allies Global 1940
      G
      Galendae
    • RE: UK Strategy -"Middle Earth"

      @TheDesertFox
      The Best Allied Strategies are those that adapt to what the Axis are doing. You must be flexible and take what is available. My only axiom with Allies; “the 1st USA landing in Europe has got to stick”

      No getting pushed back into the ocean.

      I do prefer the northern route thru Norway if it makes sense, rather than go up thru the Med.

      posted in Axis & Allies Global 1940
      G
      Galendae
    • RE: UK Strategy -"Middle Earth"

      @TheDesertFox

      I am no advocate for it…I do not use it. Just commenting what I encountered.

      posted in Axis & Allies Global 1940
      G
      Galendae
    • RE: UK Strategy -"Middle Earth"

      The Middle-earth strategy is often seen online. Granted variations of it are always different. It is a solid strategy. I play a couple of games a week on Triple A and there is a good chance I see it weekly.

      I have even seen the version detailed here, with the Harbor in Persia.
      Interesting strategy.

      How I see the Middle-earth strategy used over at Triple A is as follows.

      1.The Allied player occupies the Middle East and gets IC’s up and running.

      1. Planes fly down thru Africa and around to Middle East(Once threat of Sealion is gone)

      2. The Russian players fight a delaying action. Very few counter attack ( I always attempt to counter attack).

      3. When the fall of Moscow is inevitable, anywhere from turn 5-8 the Russian player abandons Moscow. They then usually fall back on the Middle East, looking to join the Russian stack with the now sizable Brit forces. This often slows the Germans considerably.

      4. USA sets up a schuck/schuck thru the Med. USA-Gibraltar-Egypt. Where somewhere around 8 troops a turn are dumped into the Middle East.

      Then with the Germans facing a huge Wall in the Caucasus and unable to advance further…the USA will attempt to finish off Japan.
      Once Japan is neutralized or defeated then the full might of the USA is applied, usually thru the Med…but sometimes to the North thru Norway.

      If done right, the Middle-earth strategy can lead to very long games. 18-25 turns. This is the most common style of Middle-earth strategy that I encounter. It can frustrate Axis players with low attention spans (looks in mirror) For the Axis to win, it will be a slog. Which is part of the strategy, bore your opponent to death and suck the fun out of the game. That being said, it is effective. I still lose to it on occasion, even when I know it is coming. I have probably lost to it 3-4 times in the last year, yet I have seen it dozens of times. Usually the economics defeats the Axis. When I have lost to it, people have done well to neutralize Japan.

      posted in Axis & Allies Global 1940
      G
      Galendae
    • RE: Foolproof oob axis victory?

      KJF is the most common Allied strat. Japan won’t be able to amass such a huge force.

      KJF, hang on in Russia until the Alluss turn the whole world against Germany.

      I see Allied wins this way alot, even with Moscow falling.

      Once the whole of the Allies are turned against Germany they never get the last victory city.

      posted in Axis & Allies Global 1940
      G
      Galendae
    • RE: When going for Moscow as Germany...

      Armor and Tac Air…dont pussy foot around.

      posted in Axis & Allies Global 1940
      G
      Galendae
    • RE: In how many hours can you complete a G40 game

      45 to 1:15 against a newb. They surrender by turn 3 or 4.

      posted in Axis & Allies Global 1940
      G
      Galendae
    • RE: Norway, a knife at Germany's Throat

      @FranceNeedsMorePower I am a God.

      posted in Axis & Allies Global 1940
      G
      Galendae
    • RE: Best way to help Italy?

      @creeping-deth87 Italy needs no help if played correctly.

      posted in Axis & Allies Global 1940
      G
      Galendae