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    Posts made by Hobbes

    • RE: Some basic questions.

      @dislikednickel:

      haha yes,i wish i did that last game.

      So do UK/allies never buy an IC?

      What does the UK do about Japan IC on mainland/ invasion of India then?

      There are Allied players who swear on the virtues on an UK1 India IC. I say, try it out, the fun is on figuring out for yourself :)

      posted in Axis & Allies Revised Edition
      HobbesH
      Hobbes
    • RE: Anti-Aircraft Artillery revealed!

      @GoSanchez6:

      Thanks Variable they look nice. I am glad I ordered this one.

      Thanks.

      I think I can already spot a few changes on the South Atlantic SZs….

      posted in Axis & Allies 1942 2nd Edition
      HobbesH
      Hobbes
    • RE: Some basic questions.

      @dislikednickel:

      In light of that, should UK buy an IC for india round 1? or ever buy one in India/for UK at all?  That what my friend has  been doing, granted we’ve been doing some things wrong but it seemed to work.

      Try sending everything against India with Japan next time you play as Axis and he builds an IC on round 1 - see what happens ;)

      posted in Axis & Allies Revised Edition
      HobbesH
      Hobbes
    • RE: Some basic questions.

      @dislikednickel:

      So with that scenario, i have a question, say I took Moscow with Japan, and lost Tokyo, would i be able to buy on japans turn? or do i give all my money to America and can no longer buy?

      You’d give all Japanese money to the US and you couldn’t buy units on the next game round.

      Or what if Russia took moscow back, would they be able to buy again next turn? and would they take any money from japan

      If Russia retakes Moscow it can’t place any units since it will have no money and capitol to buy them at the beginning of its turn. But It will receive income at the end of its round.

      posted in Axis & Allies Revised Edition
      HobbesH
      Hobbes
    • RE: Some basic questions.

      @dislikednickel:

      I also am wondering about your allied units being able to move into new captured zones. say russia captured bel, R4, could UK fly in and move tanks/inf in(provided they are in range) on UK4?

      Yes. Air units can land at any valid space on the beginning of that country’s round. Since Belorussia starts as belonging to the Soviets when UK starts its round it is a valid landing space.

      posted in Axis & Allies Revised Edition
      HobbesH
      Hobbes
    • RE: Some basic questions.

      @dislikednickel:

      Ooo thanks for the replies, cleared things up!  :mrgreen:

      oh yes, we did the bid, i got +9 with a tank in lib, and art in japan.

      Personally I’d put the artillery on Indochina or Manchuria but to each it’s own  8-)

      We played part of a round earlier, and things went well for G1, except he was able to fortify the russian front lines so i felt i couldn’t safely counter attack what he took, or even attack Kar.

      and you said to possibly put an IC in India, so i do that on J3? or is that possible to do on J2 if i took it over on J2? I didn’t think that was allowed.

      And you are right, you can’t build an IC on a territory you just conquered on the same round. But if you manage to take India on J1 it may be possible then to build one there on J2 ;)

      posted in Axis & Allies Revised Edition
      HobbesH
      Hobbes
    • RE: Some basic questions.

      @dislikednickel:

      1.) It says one of the must attacks is the UK BB in sz13 with 1 sub and ~4 ftrs.  This question is about air flying over sea shores i guess.  How many movements does it take the ftr to get from Norway.  Does going offshore into a seazone take a move? If so, the ftr from Ukr is supposed to attack the UKDD in sz15? They way we were playing that ftr could not make it that far.

      Going offshore to a SZ counts as 1 move. So the fighter in Norway goes: Norway to SZ7 (1 move) to Western Europe (1 move) to SZ13 (1 move), leaving it 1 move on non-combat to land on either W. Europe or Algeria.
      The fighter on Ukraine can reach SZ15 (2 moves) or even Egypt (3 moves, lands on Libya).

      2.) The transports. Can they load before combat sequence?  It says to use the trn + BB to attack the UKDD along with a  ftr in sz15, and also unload the units from SE to attack Egy all in one turn.  The way we were playing this is not possible, so i guess i would like clarifications.  I can, load up the transport from units in SE, move with my BB and Ukr ftr to sz15 declaring an amphibious assault, and after taking out the DD i’m allowed to land and unload to help attack egypt with libya forces?  Before this move would not be allowed.

      Transports need to land before combat sequence (or start already loaded) if you want to perform amphibious assaults. If there’s an enemy ship on SZ where you would be loading the troops (for instance SZ14) then your transport has to load units from another empty SZ.
      With the SZ15 attack it goes:

      • Load transport with units from S. Europe
      • Move BB + loaded transport + fighter to SZ15 and declare that the units will be performing an amphib assault on Egypt.
      • Move units on Libya to Egypt.

      More J1/2 related
      3.)Can AC’s move thier 2 moves, and then release the ftrs on them to get closer in all in a combat move phase?

      No. Fighter movement counts from the SZ where they start the round, on this case if you move the AC 2 spaces the fighters will also be using 2 of their movement ability.

      If not im having touble seeing a viable and safe way for J1 to do a safe Perl attack.  What units would i bring from where generally?

      Usually it’s the Battleship from SZ60, carrier, fighter, destroyer and submarine from Solomon/Carolines and 1 fighter or bomber from Japan. It may look like overkill but the goal is to prevent the US from counterattacking your fleet on SZ52 during the first US round.

      4.) I am under the impressions that a J1 IC, in most cases, is a bad idea.  I used to think it was needed, but next game plan on doing a J2 IC instead.  Where should i place it then?

      J1 IC on FIC can be a good idea, depending on the game. French Indochina is the best place of the 3 starting Japanese territories on Asia, but India is even a better location.

      EDIT: Also, if i were to buy an A&A, which would most suggest.  I want a more complex, but still lots of fun one.  Im thinking 42.

      I’ve played Revised for years until 1942 came out, and Spring 1942 1st Edition is now my number 1 A&A game. The 2nd Edition of 1942 will be released this summer so I’d advise to wait for it and hear the grapevine about it. Meanwhile keep playing Revised to get used to the game system - one thing to keep in mind though is that Revised favors heavily the Allies, so you may want to give a bid to the Axis (7-9 IPC in units to be placed before game starts) to balance things.

      posted in Axis & Allies Revised Edition
      HobbesH
      Hobbes
    • RE: Preview copy of 1942 2nd Edition might be arriving soon

      And let the games begin :D

      posted in Axis & Allies 1942 2nd Edition
      HobbesH
      Hobbes
    • RE: Axis Karelian Fighter Base

      If you have enough fighters/bombers, yes you can transform both Karelia and Western Europe to fighter bases. Bunnies is right that W. Eur. limits the usefulness of the fighters against the Russians but to me the real gains come from both the Atlantic delays and the threat of a combined air Axis attack on SZ3/5/6/7/8. Karelia only gives you the last one but in some occasions it may be necessary to prevent further Allied landings on Archangel.

      posted in Axis & Allies Spring 1942 Edition
      HobbesH
      Hobbes
    • RE: Speculating the differences between 1st and 2nd Edition

      @cebrickey:

      Is your statement based on information from the sales flyer or have you received the review copy of A&A 1942 2nd Edition?

      Flyer - http://www.axisandallies.org/p/announcement-axis-allies-1942-2nd-edition/  8-)

      posted in Axis & Allies 1942 2nd Edition
      HobbesH
      Hobbes
    • RE: Speculating the differences between 1st and 2nd Edition

      @cebrickey:

      I hope the expanded map for the second edition of A&A 1942 will include more territories, especially in Europe and China.  I think a new 1942 map that more closely resembles the map of A&A50 would be a big improvement.

      On my calculations, more most of the times doesn’t mean better, I prefer K.I.S.S.

      If you look at 1941/Global/AA50 the tendency on Europe has been to make Germany choose between the northern/southern routes, or separating more Karelia/Leningrad from Caucasus/Stalingrad. That may be added to 2nd Ed.
      On China it’s anyone’s guess - they could add 1 more territory to make the Chinese route to Russia be longer but it really doesn’t change much.

      posted in Axis & Allies 1942 2nd Edition
      HobbesH
      Hobbes
    • RE: 5 IPC armor: does it work?

      @Der:

      Thanks for the answer - from reading other posts it appears one purpose of the $6 armor was to make mech units more appealing in the global game, which 1942 doesn’t have.

      2nd Edition may have mech infantry and tac bombers - I guess it depends on how much complexity they can afford to add within the 60$ game price. But at the same time mech infantry could help more Germany and Japan against Russia…

      posted in Axis & Allies Spring 1942 Edition
      HobbesH
      Hobbes
    • RE: 5 IPC armor: does it work?

      @Der:

      I recently updated my unit prices to AA global version, but the original rules to Spring '42 say that armor is 5 IPC, 3/3/2, instead of global’s 6 IPC, 3/3/2.

      I’ve been playing AA since the 80’s and still can’t get comfortable with the 6 IPC price. It just “seems like” it should cost 5 IPC.

      In your gameplay experience, does AA Spring '42 play out well with 5 IPC armor? Or does everyone buy too much armor and ignore infantry? I’m asking because if it works well like it is then I’m repricing my armor back to 5 IPCs.

      You see the armor strategy being played against less experienced players, Germany buys 8 armor on G1 and Japan builds 2 ICs and starts pumping 6 armor per turn. But against experienced Allied players it won’t work.

      With an armor cost of 6 IPC Germany, Japan and Russia will suffer the most from the changes. The JTDTM (Japanese Tank Dash To Moscow) will cost more, it will also cost more for both Germans/Soviets to increase their armor stacks and you’ll see more artillery being used.

      To me the jury is still out regarding the increase… I’ll need to play several games with the 6 IPC cost before deciding.

      posted in Axis & Allies Spring 1942 Edition
      HobbesH
      Hobbes
    • RE: US pacific strategy

      @MrMerguez:

      would you recommend going full pacific?

      Check this http://www.axisandallies.org/forums/index.php?topic=26069.0 thread for a few pointers.

      Curious to see what Hobbes will say, but I would say go all out Pacific if Japan goes all out on Pearl and leaves it in bad position to reattack Pearl J2 (which would often be the case if it goes all out).  I would submerge my sub (save it for the counter), and then use every plane, the sub, and BB to erradicate the remaining Japanese fleet at Pearl…or if you didn’t do any damage in your defense, withdrawl the sub and DD to LA and build a CV w/2FTR and an additional DD (for 42) (This gives you 2DD,BB,SS,CV w/2F, plus a reserve of FTRs and the BMB).

      If Japan does a hard Pearl (all the fleet) then usually the US can’t counter it and should instead focus on Germany - sending all those ships to Hawaii has also the effect of making the Japanese fleet bare on Asia.

      posted in Axis & Allies Spring 1942 Edition
      HobbesH
      Hobbes
    • RE: Russian Sea Units

      @P@nther:

      So SZ 18 is closed and the Russians don’t have a factory in Karelia.
      Where can they place sea units then?

      The Caspian Sea? It is possible both in Classic and Global.

      posted in Axis & Allies 1941
      HobbesH
      Hobbes
    • RE: US pacific strategy

      @MrMerguez:

      I’m having trouble understanding the dynamics of the pacific. Mostly, I will put the bulk of my US resources into building an atlantic fleet, and start shuttling forces to africa and eventually, if all goes well, europe.

      But you start out with a BB +transport on pacific, and I don’t know what to do with it. In my games, J1 will mostly have destroyed the us force on SZ52, either all out, but often “light”, e.g. with cruiser, sub, fighter, and bomber.

      So, my question is: What are good options for BB+transport during US1-3, and any additional forces you may keep/build in pacific, and in what cases should I prefer what options? Also, what to do with the destroyer (I mostly take that to atlantic)?

      Options that I have tried:

      -move BB +transport to atlantic side:
          Pro: more/earlier pressure on atlantic/africa/europe
         con: No pressure on Japan, leaves it free to make its own plans.

      This is the usual move if the US is focusing on one side of the board, on this case Europe.

      Makes it easy for japan to take alaska, which in my experience will cause a drop in the efficiency of atlantic campaign because it forces you to defend, while the costs for Japan are quite limited.

      Look again at the Japanese invasion of Alaska - Japan uses 1 of its transports to send 2 units to the US instead of sending them against the Soviets. The US can simply build armor on W.US to prevent it from being taken and then reconquer Alaska with them or send them towards E. Canada. The US merely has to adjust its buys and Japan sends at least 6 IPC to win a 2 IPC territory and loses 1 (if it leaves the INF on Alaska) or 2 transport movements (to bring the units back) - to me it’s a waste of Japanese resources specially since they can be better used against Russia.

      -Try to take/presssure one of Japans expensive islands (philipines/ borneo/east indies).
         pro: Forces japan to defend, taking and holding one of these islands will be very painful for J. 
         cons: Less pressure on atlantic.
                  Is hard to pull of with just BB+transport+air. May require you to build some additional forces on pacific, which will further weaken / delay pressure on atlantic.

      You’ll have to go full Pacific (US only building to defeat Japan), otherwise it’s a waste of US resources.

      I never tried landing forces in Soviet far east/buryatia, or pressuring Japan itself, but I imagine the first may be a decent option early on?

      Trying to land units on SFE/Buryatia is the worst option - Japan can easily block it. Trying to pressure Japan itself is almost impossible to achieve since Japan can simply concentrate its fleet on SZ60 - the US needs to  make Japan split its fleet in order to advance.

      posted in Axis & Allies Spring 1942 Edition
      HobbesH
      Hobbes
    • RE: Preview copy of 1942 2nd Edition might be arriving soon

      @djensen:

      So I should have a box opening video over the weekend.

      If you need any help figuring out the rules changes ask or check the thread I made :)

      posted in Axis & Allies 1942 2nd Edition
      HobbesH
      Hobbes
    • RE: Play shortened 1941 rules on 1942 second edition?

      @Global-commander:

      @Hobbes:

      @Imperious:

      He can play poker with 1941. His point is are the two games just different versions 41 and 42 of the same game, same rules?

      The games are not compatible and are stand alone games with no relation.

      I understood that he is expecting that the new ruleset would be the same for 1942 2nd Ed.

      Anyways, he can play poker or he can take the 1941 ruleset and try it on Spring 1942 2nd Edition. I’ve done it myself with Spring 1942 1st Ed. :) did it shorten the game?

      What shortens the game on 1941 is the smaller map and the reduced income. The changes in game play (no strat bombing, etc.) have no almost no effect on the speed of play.

      posted in Axis & Allies 1942 2nd Edition
      HobbesH
      Hobbes
    • RE: Simplify Rules

      @Marcvs:

      I know this subject may have being covered before, but having just bought the game the rules book looks very daunting and to be honest a bit over my head. So could anybody please simplify the rules.

      Purchase Units, Combat Movement, Combat, Non-Combat Movement, Place Units, Collect $$$, Next Player :)

      There’s no way that I know to simplify them - either learn the rules or sell your game on ebay :)

      posted in Axis & Allies Spring 1942 Edition
      HobbesH
      Hobbes
    • RE: Play shortened 1941 rules on 1942 second edition?

      @Imperious:

      He can play poker with 1941. His point is are the two games just different versions 41 and 42 of the same game, same rules?

      The games are not compatible and are stand alone games with no relation.

      I understood that he is expecting that the new ruleset would be the same for 1942 2nd Ed.

      Anyways, he can play poker or he can take the 1941 ruleset and try it on Spring 1942 2nd Edition. I’ve done it myself with Spring 1942 1st Ed. :)

      posted in Axis & Allies 1942 2nd Edition
      HobbesH
      Hobbes
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