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    Topics created by Global-commander

    • G

      How do you stop kgf??? any new ideas?

      1941 Scenario
      • • • Global-commander
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      axis_rollA

      @thespaceman:

      the trick is to keep the 2 tanks in poland in reserve so that when you break the baltic states, you can move the 2 tanks trough to Karelia as reinforcement in the non-combat phase. ) Not my idea, but awesome

      pretty sure you can’t move into newly captured territory in non combat moves.

      You can not move AIRCRAFT into a territory you have just taken.  You can, however, move any other units that have not been used in combat into a territory you have just taken.

    • G

      Is there a global 1942 setup?

      Axis & Allies Global 1940
      • • • Global-commander
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      PantherP

      Here is the game setup as provided on Larry’s site:

      http://smo63.fatcow.com/pdf/G42setup2013424.pdf

    • G

      Ideas for japans opening move

      Axis & Allies 1942 2nd Edition
      • • • Global-commander
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      Mallery29M

      This can depend on how the R1/UK1 went (and how much your “valued” axis ally screwed you)
      Assumptions: EI Fleet wiped out, UK CA survived, UK FTR in India, 2UK FTRs in WRus, Buryatia or Yakut is stacked, 1 Russian inf added to Schezwan. Aus Transport w/2inf in SZ30 (to reinforce India UK2). Burma inf retreats to India
      You assume that the Allies are focused on knocking out Japan first.  Buy 2 Trans/CV (I do also like 3Trans/3inf) for this situation.
      Combat:
      If Yakut stacked, send 1inf into Buryatia. If Buryatia stacked, 3inf/FTR from Manchuria, Bomber/FTR from Japan.
      Send Shanghai’s 4inf into Anwhei, use Manchuria FTR (use FIC FTR if hitting Buryatia).
      Send inf/art from Hong Kong, inf/art from Phillipines, inf/tank from Japan, 2inf/art/FTR from FIC and BB to Yunan.
      NCM/Placing buys:
      You need to consider having both CVs in position to have FTRS and protecting your transports. Your Caroline fleet/SS need to pull back.  Place the SS at Borneo.  Caroline Fleet can go to FIC and/or Japan.  This is just one of several routes to go, but if India/EI fleet is not the focus of the allies, then you just need to use your two transports and FIC to land in Burma (buy 2trans/IC for EI).  Leave the Russians completely alone and hit China where you can for IPCs.  You shouldn’t be able to hit India J2, but you can make them regret they didn’t think more about India when they had an opportunity.
      The great thing about Japan is you have options.  Just beware of a US buildup in the Solomons…they want to take Borneo or the Phillipines from you.  Don’t chase, just have a counter that won’t frak you.

      Don’t attack PH. This is even more important to not do if you lost your EI fleet.  Attacking PH will knock Japan out of the game instantaneously because you will lose that fleet as well.

    • G

      Ideas for Russia in Alpha 3?

      Axis & Allies Global 1940
      • • • Global-commander
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      Ghost OneG

      @Yavid:

      Let me say this first. I HATE turtling. Your number one job as the Russian player is to kill Germans. The more expensive the unit the better. Be prepared for hit and run attacks. keep your offensive units together but off the front lines if possible.

      I completely agree, Russia can not sit there and take every German swing. they have to swing back if they want to last long enough for the allies to rescue them. the Russians have to counter attack when ever possible.

    • G

      Forum games

      Find Online Players
      • • • Global-commander
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      Alsch91A

      Generally people use the latest version of Sgt. Wonko’s module, which is just an online map.
      It’s set up for Alpha +2, and basically does everything for you.  A lot of good work got put into it, it’s very nice.
      People do their moves, then upload the map to their threads, where the other players download it.  The process just repeats from there.
      The module is pretty well explained right here:
      http://www.axisandallies.org/forums/index.php?topic=22837.0

      Hope this helped!

    • G

      50th anniversary editionwhich

      Axis & Allies Anniversary Edition
      • • • Global-commander
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      axis_rollA

      @SS:

      Ok then. Axis player what is the best way to play it , with or without tech and NO’s?

      I would preface this with my opinions about these options.

      National Objectives

      Usually these are more often lost and hard to (re-)obtain for the allies.  The axis are usually advancing and can more easily achieve their national objectives, with the exception of Italy, whom the allies can deny the Italian NOs more easily.

      Advantage with National Objectives:  to the Axis

      Weapons Development

      sidebar
      I am not a big fan of the randomness that is built into the achieving of technologies.  Plus the techs are not even in their strengths:  Super Subs for Russia?  practically worthless

      But if you play with tech, I think that favors the Axis.  Why?  Most techs are offensive in nature, which is the Axis main strategy/strength, especially early.  It would be nice if Jet Fighters were still a ‘5’ on defense instead of a 4 on offense (no longer a defensive tech).  Similiarly, advanced art could be a defensive aid as well (inf defense to a ‘3’).

      Advantage with Weapons Development:  to the Axis

      Again, merely my opinion, but with the reason(s) I why I believe so.

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