Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. Hansolo88
    3. Topics
    H
    • Profile
    • Following 0
    • Followers 0
    • Topics 2
    • Posts 15
    • Best 8
    • Controversial 0
    • Groups 0

    Topics created by Hansolo88

    • H

      Axis & Allies Stalingrad: Early Review and Balance Impressions

      Axis & Allies Stalingrad
      • • • Hansolo88
      12
      7
      Votes
      12
      Posts
      1.1k
      Views

      DoManMacgeeD

      @Hansolo88 Anyway to give one last anecdotal addendum if you’re still out there, I busted out my own copy of the game yesterday and gave it a run. I haven’t touched the game in about a year so I’m pretty rusty, but I still remembered the basic strategies + all the rules enough to play at least a mid-level game.

      I do agree that USSR is the much easier side to play, as they won. However, the game was a decent enough toss up that I felt it could have gone in Germany’s favor if I hadn’t botched some key decisions (mostly, I failed to heed my own advice and had Germany trying to break into all 3 city entrances instead of just focusing on 1-2 in-force. This left Pitomnik underdefended, which let the Soviets surround the city early (I had captured all but two territories in the city, those being the two factories). Once Germany was cut-off, they quickly burned through their supply crates and stalled out afterwards, letting the Uranus forces walk into the city and clean things up.

      I’ll play more and hope I can get a better grasp on Germany in case others come asking for advice later.

      UPDATE: In a second playthrough, I was able to win a total (although it took until about turn 12 to close the game out because some Soviets kept running around in the RP territories making me play whack-a-mole). I would generally recommend the following:

      All Optional Rules - OFF (basically all of them benefit the Soviets IMO). Have Germany focus on the northern flank of the city to rush towards the Tank/Artillery factories. If those can be shut-off quickly (turn 4/5/6) it shuts down USSR’s ability to effectively fight in the city. To that end, in the initial stages of the game, use Germany’s air to target the northern ferry and/or any stragglers you can find in that portion of the board. If USSR isn’t building Artillery on the river, you may also want to make a point of killing the one they start with to reduce their AA odds long-term.
    • H

      Alpha+2 Setup Sheets

      Axis & Allies Global 1940
      • • • Hansolo88
      5
      0
      Votes
      5
      Posts
      2.2k
      Views

      H

      Thanks for trying them out, and PLEASE help me correct the errors that you find!  Just post them here or on BGG and I’ll upload new versions as soon as they are fixed.

      Also, I like the idea of adding in a sheet or two summarizing some of the rules changes to submarines, SBR, etc.  I plan on doing this.  Have any suggestions of things that should be covered, let me know.

      Also, keep in mind the NO descriptions are meant to be reminders, not an exhaustive description.  They should be helpful but may not explain everything needed due to space constraints.  However, if you are finding any of them misleading then let me know.

      EDIT:  Ok I did a check and found a couple major errors, my sincere apologies to anyone who printed these!  I have taken down the file and submitted a new one that I believe is 100% accurate, its waiting for approval.

      EDIT:  February 3, ok new files have been approved and are available at the link above.

    • 1 / 1