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    Topics created by General_D.Fox

    • General_D.FoxG

      Fortune and Tactic cards: how do they work?

      Axis & Allies: D-Day
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      frimmelF

      I think that what you are asking is if you roll a die to determine which outcome of the fortune card you get and the answer is yes you do. They stay around and each time you come to them you roll and see what good or bad things are going to happen for that turn. This happens each turn or trip thru the cards.

      Tactic cards are one offs you can use their benefit once and they are removed from the game.

    • General_D.FoxG

      You have HOW many games going on?

      Axis & Allies Revised Edition
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      General_D.FoxG

      That’s definitely an interesting story.  And NPB sounds better than OPB.  If you managed to forget the “P” when typing you might accidently end up with OB…but I guess the joke doesn’t work too well since you need to have BO and not OB, but hey, I tried. :roll:

    • General_D.FoxG

      A "Sink"ing feeling with an IC in place

      Axis & Allies Revised Edition
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      froodF

      My approach with Japan the two games I’ve played has been to build IC in India and FIC, build Arm there, and build TRNs also to keep a steady flow of Inf from Japan to Persia. That puts a lot of pressure on Cau to allow either Germany or Japan to take it. Once you have a big Axis presence in Cau, that Sink IC becomes less valuable to the Allies.

      In other words, go around it - to the south. Germany can take Cau a lot sooner if Japan is in a position to immediately reinforce with a bunch of stuff.

      My tourney game I also faced Russian defence (but no IC) and was also not able to take Sink / Yakut until J5 or so, but still there was enough money that I had 2 ICs and 7 TRNs running. I think Japan’s priorities should be building TRNs, taking Australia / New Zealand / India ASAP (J3) and picking up all the island Inf. Japan’s TRNs practically pay for themselves because of the island Inf supply, and because they increase the value of your forces by moving them to the front much faster.

      Haven’t actually faced that American IC in Sink though.

    • General_D.FoxG

      Bad dice throwers, chop their hands off!!!

      Axis & Allies Revised Edition
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      S

      @frimmel:

      Although when Bond rolls the double and is staring down Khan he does pick up four men.

      I’ve watched that movie more than once.  :roll:

      KKKKKKKKKKKKHHHHHHHHHHHHHHAAAAAAAAAAAAAANNNNNNNNNNNNNNNNNN!!!

      oops, wrong movie…

      Squirecam

    • General_D.FoxG

      Attacking Subs: sneaky or not?

      Axis & Allies Revised Edition
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      newpaintbrushN

      @rjclayton:

      @newpaintbrush:

      Subs in the old edition only got one round of opening fire, if I remember correctly.

      Actually, in classic, the attacking subs shoot in opening fire every round, defending subs never shoot in opening fire.

      It’s been a few years.

    • General_D.FoxG

      To defend or not to defend, that is the question?!

      Axis & Allies Revised Edition
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      JenniferJ

      It happened a lot in Classic, but in Revised there’s almost always at least two ways to get where you want, usually 3 or 4.  (I think the only stumblers are Egypt/Trans-Jordan and Sinkiang/China.)

    • General_D.FoxG

      Strategic bombing your way to a win

      Axis & Allies Revised Edition
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      JenniferJ

      Yes, well HB tech added to that would be nice, but remember that Heavy Bombers only do 1d6+1 damage to industrials and you still max out at the territory’s value.

      I prefer Marines combined with Mechnized Infantry myself.  I see a realm of possibilities for that combination. (Infantry attack at a two or less, move two spaces and can blitz like tanks.)

    • General_D.FoxG

      Which direction in Japan's multi-pronged approach?

      Axis & Allies Revised Edition
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      newpaintbrushN

      @ShadowHAwk:

      Australia and NZ can be good locations if you can get there without expending to much troops.
      It is easy IPCs and they wont take it back. Also it cuts away 1 of the allied powers concentrated.

      If you focus on 1 power it helps more efficient then on all powers.

      Especialy the turn you build an Ic you might not be able to build enough troops to use all 4 trannies if you move 2 south then ( to enforce FIC ) you can take Australia next turn without losing much transport power but cutting in 3 more ipcs from the UK who at that point has verry little IPCs and is losing afrika making it completely dependant on the US to do anything at all.

      Sure they’ll take it back . . . but only if it’s a KJF.  I assume this whole thread is pretty much based off a KGF assumption, because otherwise Japan should go inf/fighter turtle.

      My typical Aus/NZ/Hawaii plan uses ONE transport, BB support shot(s) and a carrier.  I use the infantry from the southeastern islands to replenish.

      Sometimes I can’t afford to go Aus/NZ/Hawaii depending on the India/Ssinkiang situation.

    • General_D.FoxG

      No bid, what would you do?

      Axis & Allies Revised Edition
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      JenniferJ

      2 ICs is 14 units a round.  That equals or exceeds Russia + England’s builds and it’s ever so much easier to crush Russia.

      Though, the Indian IC can be too far forward and easily threatenable by American units coming through Africa.  The Manchurian IC can dump into Sink with the FIC IC though.

    • General_D.FoxG

      KJF - Now what do I do???

      Axis & Allies Revised Edition
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      NightmareN

      It seems that you aren´t doing so well back in Europe.
      In a KJF game Germany normally can take Egypt on G1 and then whole Africa and Tr.J. and Persia in the next 2 rounds without the use of big armies.
      Meanwhile you can also threaten Caucasus and later on Moscow and don´t forget about London, because Uk sometimes forgets itself,
      In many games you can also easily outbuild the UK navy if Uk isn´t putting much into Eu. waters and threaten London, Brazil or force the US to protect Eastern US with more soldiers, pulling pressure of Japan.

    • General_D.FoxG

      Clarification on AA gun

      Axis & Allies Revised Edition
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      T

      or you could play World at War 2005 where all these problems are solved.

      A/A guns can roll up to 3 dice per combat round and may not fire more than one die at each attacking aircraft.  More than one A/A gun can be used in a territory.  They fire just like any other normal unit.  They can also be used as Anti-tank guns and casualties.

      Oh yeah, defending and attacking fighters exchange fire for one round against SBRs.  Fighters accompanying an SBR have a range of 6.  They also have a range of 6 if they do not participate in combat that turn.  A/A guns can fire for one round during the SBR and normally in a normal attack in the same turn.  SBRs can damage/destroy factories, so the stakes are higher.  Factories can be repaired but if they are not, certain penalties apply.  For instance, if you hit well enough, you can prevent the factory from putting out tanks, A/A guns, ships and/or aircraft.  You can also bomb runways and limit the amount of defending fighters able to defend against SBRs.  In short, you can actually have a real Battle of Britian.  One more way World at War is superior.

    • General_D.FoxG

      What are some good Russian strategies?

      Axis & Allies Revised Edition
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      M

      cool i’m in. what do i do for dicey. i’ll check forum

    • General_D.FoxG

      How can I strafe?

      Axis & Allies Revised Edition
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      A

      To clarify Triforce’s point, you would have to attack ONLY with fighters and bombers to have that option. Therein lies the trick with strafing. Overstrafing is usually worse than not strafing at all, and sometimes it’s gonna happen.

    • General_D.FoxG

      CSub strategies: still applicable to A&AR?

      Axis & Allies Revised Edition
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      General_D.FoxG

      K, thanks very much.  I was a little bit in doubt and didn’t know the background of when that was started.

    • General_D.FoxG

      Saskatchewan people: Regina or S'toon or all areas south of S'toon.

      Player Locator
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      G

      I"m in Saskatoon.
      Graison

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