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    Posts made by Gallo Rojo

    • RE: Can the USSR stand alone in AA50?

      @Perry:

      Oh no, Gallo, Russian surely cannot stand alone…
      For one, a sound KGF from Round 1 is the only way to go for the allies imho.

      Japan will drive to Moscow in aa50 also, but it’ll take some extra time. jap ftrs will defend CAU and BER, just like in AAR.

      for what I’ve read here (specially on Imperious Leader’s post), Russia seems to need a little help…

      @Woodstock:

      I have played againts some very tough Russian players in AA:R, so I reckon there must be a way for Russia to be a pain in the german’s butt in AA50 aswell, just as it was in AA:R.

      I consider myself a very solid Soviet player.
      I can usually hold the Axis from 5 to 7 turns before collapsing (without Western Allies saving the day)

      But on Classic I used to run over Berlin … I haven’t seen that happen on Revised (unless the Germans make one stupid mistake after the other)

      @Cmdr:

      It would be interesting if Japan and Russia could not attack each other until Berlin or Washington/London fall.

      That would be interesting… or that Soviet far east territories worth nothing, or that Japan couldn’t attack the USSR unless attacked first, or some other type of change

      @Cmdr:

      In Revised it actually makes life a lot harder on the allies.  Japan now has nothing better to do than attack Alaska and W. USA meaning America has to actually invest in a National Guard and a navy in the Pacific.

      I beg to disagree: in Revised Japan has nothing better to do than ignore USA, built two or three factories on mainland Asia, and start rolling tanks against Moscow

      @Admiral_Thrawn:

      We were playing with NO’s. I think maybe why Germany couldn’t defeat Russia in our games is because the Italian player was coordinating their attacks like some I see here. He just was obbsessed with the Middle East and the Allies were putting up a good fight in Africa.

      ok, here is something that is very interesting: what does happens with those NO? Are they an incentive strong enough as to lure the players into a more historical development? will the players pursue them or will them forget about them and just rush against each others capitals? (in other words: will Japan and Italy play for themselves or will they be team players and go all against Moscow together with Germany?)

      I don’t know if AA50 still has those “individual victory conditions” present on Classic and Revised, those were useful to generate some friction among teams… the problem is that most people simply avoided the “individual winer” rule.

      Let me put my concerns bluntly:
      I don’t mind with Japan going after Russia (that’s something that could had happened, Japan, after all, considered the USSR her biggest geopolitical adversary until 1940s; then the War in Europe changed that).
      What worries me is that in Revised, KGF was the dominant strategy for the Allies
      And “Kill Russia and Forget Everything Else” was the only strategy for Axis
      That way, the game turns to be not only un-historical but pretty boring (you end up playing always the same strategy).

      I was hopping that AA50 changed that somehow … NOs may be an answer, if they’re an incentive strong enough… also the many VC at the Pacific (if the Japanese decide to go after them).

      now, a last note on Russia: in the real war, it was the the Soviet Union who defeated Germany (even after D-Day, almost 70% of German Army was committed to the Eastern Front – and they were already on full retreat after Stalingrad and Kursk). So why is that in the game the USSR is always the weaker allied?

      posted in Axis & Allies Anniversary Edition
      Gallo RojoG
      Gallo Rojo
    • RE: MY review

      @Imperious:

      I render this game heavily slanted toward Axis in a way that is unimaginable. I am truly sorry but its true.

      for starters:

      IN 1941 Germany can create quite easily a tank drive straight toward Moscow. The Soviet factories are huge problematic points that prove a weakness in the Soviet position and make it much harder to “give up land for time” because frankly nothing can stop German tanks from taking Karelia factory, while the Soviets by even trying to defend Moscow or the factories face an unmitigated task of stopping the Panzers from multiple defensive points.

      So the Soviets are divided by protection of her factories, which weakens the overall structure of her defense allowing either the Italian and or German to choose which weak point to pick off next.

      Italy is like a ‘can opener’ or an elite commando team that can follow the German player in with her fighters ( she can build one fighter a turn) and also attack and prep by landing troops in the black sea or following the German victors by placing her fighters in recently captured territories…something that Germany didn’t have before.

      Further their is a game breaking uber “can opener” feature where Japan brings in 4 fighters easily from FIC after Germany takes Caucasus.

      BY turn 2 Karelia falls, this weakens Caucasus because the Soviets need to now defend Moscow… that’s where the “can opener” Italy starts working by softening up Caucasus, then Germany takes…then japan brings in fighters.

      Soviets losing 2 factories will soon lose Moscow.

      I also played the Soviets in 1942…

      I barely beat back the German Panzers that took Caucasus and Karelia. He had 4 tanks vs my 2 tanks and 2 Inf. I should have lost. UK had to bail me out by hitting 6 tanks in the Baltic states. This was a placement error on my opponents part. If he used his strategy with more precision the result would have been different. The Soviets basically cleared out all the German land units by exchanges. IN that game Italy didn’t play the “can opener” and they basically didn’t coordinate well with Germans.

      The Soviet player needs to be have some air units: 1 bomber in 41 and 1 fighter in 42

      Also, the Soviets should be able to move her factories so she does not have to protect them if she cant. Germany used this point to prove that she cant.

      Placement rules need to change for home territories like Moscow.

      Germany can elect to follow my strategy for 2 bombers and then use 3 bombers against Moscow and make it impossible. Thank god nobody tried that.

      The Soviets need some kind of reserve force that they secretly place and consists of offensive units.

      ok, so the Soviet Union is still a lame duck … for what you wrote here it seems even worst than on Revised…
      dam! I haven’t got my game (ordered by mail) yet and I already want my money back!  :cry:

      posted in Axis & Allies Anniversary Edition
      Gallo RojoG
      Gallo Rojo
    • Can the USSR stand alone in AA50?

      Cheers,
      new to the forum but not to the game :)

      Something I always struggled with playing Revised AA (and some on-line versions) is that the USSR can’t stand alone against the Axis powers. The USSR in Revised may stand against Germany (although it’s hard for the Red Army to take on the offensive alone), but Japan always come to aid its European allied.
      This way, the Soviet Union, which was the nation that contributed the most to the Nazi Germany defeat, ends up being a sort of sorry player whose only goal is too survive while waiting for the Western Allies to take Berlin

      Those two facts (Red Army can’t counter attack Germany almost alone, and Japan coming after Moscow) are very un-historical.

      For those of you who have already played the new AA50, was this ‘corrected’ in the current version?
      Is it harder for Japan to cross the Soviet tundra and get to Moscow? Can Zhukov eventually mount a sounding counter-offensive against Berlin without waiting the Western Allies to save the day?

      posted in Axis & Allies Anniversary Edition
      Gallo RojoG
      Gallo Rojo
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