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    Posts made by General Steiner

    • RE: Control Question

      Thanks Frimmel! So yes I found Larry Harris’ optional rules for D-day. I will defiantely use the first two, as for the third one I had to laugh. The third optional rule he lists goes something along the lines of, the player may elect not to attack a contested territory on his turn if he has a unit in that territory which contains enemy units. This optional rule clearly compounds the problem that I have been putting forward all along!

      I do like D-day though, I think its because its by far the shortest game I have played so far (haven’t played guadacanal yet). Also I really like the realism, the dual purpose AA and artillery for the axis, the allied air power, the allied navy power, the pillboxes (for the atlantic wall), and the defending at 3 for axis tanks. A really nice short and sweet game. I can see the game getting old quick, like you say Frimmel you only played it 12 times. However the axis person can mix it up a bit I think and try to defend Caen as a challenge, or even try and push the allies back at the beaches rather than waiting at the cities.

      posted in Axis & Allies: D-Day
      General SteinerG
      General Steiner
    • RE: Control Question

      Ok thank you :)

      Not to flog a dead horse here though, but another hypothetical, all Germany has to do is surround st. lo with about 6 units in three adjacent territories, then if st. lo is still contested by round 6 say, those three adjacent territories should provide enough men to continue to jump into st. lo and contest it, thereby denying an allied victory. This is just a flaw I see. Does it make sense?

      posted in Axis & Allies: D-Day
      General SteinerG
      General Steiner
    • RE: Control Question

      Here is a hypothetical:

      Britain completly removes axis units in st. lo, then on Germany’s turn Germany puts units back into st. lo to attempt to retake it. At the end of the round german and UK units are both in st. lo, who has control of st. lo, UK or Germany? If UK still has units in st. lo at the end of next round did they control it succesfully for a round even though German units are still in it?

      posted in Axis & Allies: D-Day
      General SteinerG
      General Steiner
    • RE: Control Question

      Hmm yes thats as I thought. But that means that its easy for Germany to win right? Because every turn they can shove enough men into st. lo to prevent anything but a really lucky allied roll from completly removing them, and thereby holding the territory for a turn to win the game.

      posted in Axis & Allies: D-Day
      General SteinerG
      General Steiner
    • Control Question

      I am not sure I have interpreted the rules correctly, but what is defined as control of a territory? As if an axis unit is still in a territory containing allied units at the end of a round who controls the territory? Or am I playing it wrong, I mean units can remain in contested territories into the next round right? You only get to roll for your units once on a allies attack turn and once on axis turn right? Its not like revised where you both keep rolling until one is annihilated right?

      Also with the bomber attack, is that a targeted attack? Can the bomber choose which unit in a territory to attack?

      posted in Axis & Allies: D-Day
      General SteinerG
      General Steiner
    • RE: Dice Query

      Ahhh thanks makes more sense that way too I think.

      So hypothetically speaking if two planes attack a territory with 3 AA guns, how do the AA guns roll?

      posted in Axis & Allies Revised Edition
      General SteinerG
      General Steiner
    • Dice Query

      Ok from playing on Gleemax I have a serious dice question. When I play on the board game with my friends we through all the dice and anything that applies to a piece we use. So if we have say 20 units with 2 tanks then we can only apply two 3 or less die rolls to those 2 tanks out of the 20 dice rolled. However playing on Gleemax makes me think that some people roll for units seperately. So you’d roll just 2 dice for the tanks seperately from the other 18 dice rolls you have, and if those 2 dice get a three or less than they apply. Is the former or the later the correct way?

      Also with the AA gun does the attacker get to chose which planes he loses, or does the dice have to be rolled for each individual plane that attacks?

      posted in Axis & Allies Revised Edition
      General SteinerG
      General Steiner
    • RE: Noob question about air units

      Another plane question:

      If Britain takes a territory in a round, can America land its planes on it in their turn? Or must all allied air units wait until Britain has actually held the territory a round. I noticed on Gleemax its the former rule that applies. So for example Britain takes Western Europe, on America’s turn can they land their planes there?

      posted in Axis & Allies Revised Edition
      General SteinerG
      General Steiner
    • RE: Axis and Allies revised is all about building men

      Haha, sounds about right, him being a well known coke head and all.

      posted in Axis & Allies Revised Edition
      General SteinerG
      General Steiner
    • Axis and Allies revised is all about building men

      Its all about the men, men , men…

      If you don’t believe me, click on this link:

      http://www.youtube.com/watch?v=eLkZTJczirU

      posted in Axis & Allies Revised Edition
      General SteinerG
      General Steiner
    • RE: KGF or KJP?

      hahaha, oh man I was in tears, especially when I read Morden’s post.

      posted in Axis & Allies Revised Edition
      General SteinerG
      General Steiner
    • RE: KGF or KJP?

      Sweet :) Thanks for telling me about clicking the magnifying glass before I couldn’t figure out how to just search the forum topics, and it was searching the forum posts :(

      Yes I found some good strategies now, so thank you :)

      posted in Axis & Allies Revised Edition
      General SteinerG
      General Steiner
    • RE: KGF or KJP?

      ouch! Ok its just searching through the forums is tough work, and the answers are so disjointed. Caspian sub is a cool club, but it predominately specialises in Germany. Any site which specialises in another country say.

      posted in Axis & Allies Revised Edition
      General SteinerG
      General Steiner
    • KGF or KJP?

      Whats better for the allies, KJP or KGF?

      Also I have never seen a KJP strategy implemented. Can anyone tell me the basics of this strategy. Are there any websites that have good KJP comprehensive strategies? If America goes all out against Japan, builds an IC in Alaska so forth… What does GB do? Does it help Russia stave of Germany or join America and hope it gets to Japan before Germany gets to Moscow?

      posted in Axis & Allies Revised Edition
      General SteinerG
      General Steiner
    • RE: Gleemax will be discontinued

      Very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very, very…… GAY

      Thats is so pathetic, why not just leave it as it is, devote one programmer to maintaining it, I’ll pay for the game I don’t care. Organising games among friends is great but how often can you pool together 5 guys, once a week realistically. The internet game was great, and yes TripleAAA on the forums exist, but it clearly takes longer to play that way then by Gleemax.

      posted in Axis & Allies Revised Edition
      General SteinerG
      General Steiner
    • RE: Japanese False Insertion

      Just joined caspian sub, reading a great paper on german naval fleet. It recommends three transports not an aircraft carrier on rd 1. So looks like I have been going about the german navy in the wrong way.

      posted in Axis & Allies Revised Edition
      General SteinerG
      General Steiner
    • RE: Japanese False Insertion

      Yes well I have played five games with the aircraft carrier. I mean its 16 ipcs, so in a game where all allied nations go all out on Germany, its very nerve racking. Infact I believe it just enables the allies to get to close to soon. Yes I probably should read a bit more on it, but most people say not to use it to destroy allied fleets because its better off sitting there just defending the sea adjacent to Germany.

      posted in Axis & Allies Revised Edition
      General SteinerG
      General Steiner
    • RE: Japanese False Insertion

      I played two games on gleemax today, both times I played axis. The first game I lost against a good opponent, the second game I won, my first victory with axis :) So a veteran you could say I am not.

      In the first game, I tried Cpt Jen’s Solomon Island trick, haha, what a flop that turned out to be. I am sure against the beginner it works a treat, but this guy just chucked his British sub in the Hawaiian islands. I was mortified, my two battleships, two planes, and 2 transports loaded with men ready for a massive assault had been delayed an entire turn by a measly sub. When it was my turn I then moved my Jap navy towards the panama canal. The game actually taught me alot. The navy at panama canal had alot of options, it could take the canal and then threaten west and east USA simultaneously, and then when USA had wasted a turn defending both with men, the Jap fleet could attack the allied atlantic fleet that threatens Germany. Now I have no put this idea into practice, but it seems to me that it seriously disrupts the allied all out assault on Germany, at least for 2 to 3 turns. Which in the mean time Jap tanks and Germany infantry will be making their way into Russia’s heartland.

      Also I have finally put the aircraft carrier option to rest. Its a dumb idea against a skilled opponent, those 16 ipcs at the beginning of the game are crucial for Germany. If any German player buys an aircraft carrier, I would advise the allies to switch from a KJF to a KGF.

      posted in Axis & Allies Revised Edition
      General SteinerG
      General Steiner
    • RE: German Basics

      Thanks Darth, I like that idea :)

      posted in Blogs
      General SteinerG
      General Steiner
    • RE: German Basics

      The strategy mentions that the axis player should get his battleship and transport out of the Mediteranean. Now if the strategy was about building a german fleet in the baltic and merging the fleet with the med fleet then getting it out of the med makes sense. However the strategy is one which talks about building a land army to send to Russia. Therefore to get back to issue, where does the person who posted the strategy intend to send the med fleet. Out into the Atlantic and into the jaws of the allied fleet, a quick get away taking Brazil in the process before disapearing around the cape horn, or opening up the suez canal before reaching the safety Japan’s  bosom which is it’s fleet?

      If you have no intention or bother of reading the official strategy I refer to, and can make no sense of what I mean above. Then consider this, what should Germany do with its Med fleet, is it a lost cause, or is there a potential to save it and use it to fight another day?

      posted in Blogs
      General SteinerG
      General Steiner
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